actor: Do not queue_redraw() in set_opacity()
[profile/ivi/clutter.git] / clutter / clutter-actor.c
1 /*
2  * Clutter.
3  *
4  * An OpenGL based 'interactive canvas' library.
5  *
6  * Authored By Matthew Allum  <mallum@openedhand.com>
7  *
8  * Copyright (C) 2006, 2007, 2008 OpenedHand Ltd
9  * Copyright (C) 2009, 2010, 2011, 2012 Intel Corp
10  *
11  * This library is free software; you can redistribute it and/or
12  * modify it under the terms of the GNU Lesser General Public
13  * License as published by the Free Software Foundation; either
14  * version 2 of the License, or (at your option) any later version.
15  *
16  * This library is distributed in the hope that it will be useful,
17  * but WITHOUT ANY WARRANTY; without even the implied warranty of
18  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
19  * Lesser General Public License for more details.
20  *
21  * You should have received a copy of the GNU Lesser General Public
22  * License along with this library. If not, see <http://www.gnu.org/licenses/>.
23  */
24
25 /**
26  * SECTION:clutter-actor
27  * @short_description: The basic element of the scene graph 
28  *
29  * The ClutterActor class is the basic element of the scene graph in Clutter,
30  * and it encapsulates the position, size, and transformations of a node in
31  * the graph.
32  *
33  * <refsect2 id="ClutterActor-transformations">
34  *   <title>Actor transformations</title>
35  *   <para>Each actor can be transformed using methods like
36  *   clutter_actor_set_scale() or clutter_actor_set_rotation(). The order
37  *   in which the transformations are applied is decided by Clutter and it is
38  *   the following:</para>
39  *   <orderedlist>
40  *     <listitem><para>translation by the origin of the #ClutterActor:allocation;</para></listitem>
41  *     <listitem><para>translation by the actor's #ClutterActor:depth;</para></listitem>
42  *     <listitem><para>scaling by the #ClutterActor:scale-x and #ClutterActor:scale-y factors;</para></listitem>
43  *     <listitem><para>rotation around the #ClutterActor:rotation-z-angle and #ClutterActor:rotation-z-center;</para></listitem>
44  *     <listitem><para>rotation around the #ClutterActor:rotation-y-angle and #ClutterActor:rotation-y-center;</para></listitem>
45  *     <listitem><para>rotation around the #ClutterActor:rotation-x-angle and #ClutterActor:rotation-x-center;</para></listitem>
46  *     <listitem><para>negative translation by the #ClutterActor:anchor-x and #ClutterActor:anchor-y point.</para></listitem>
47  *   </orderedlist>
48  * </refsect2>
49  *
50  * <refsect2 id="ClutterActor-geometry">
51  *   <title>Modifying an actor's geometry</title>
52  *   <para>Each actor has a bounding box, called #ClutterActor:allocation
53  *   which is either set by its parent or explicitly through the
54  *   clutter_actor_set_position() and clutter_actor_set_size() methods.
55  *   Each actor also has an implicit preferred size.</para>
56  *   <para>An actor’s preferred size can be defined by any subclass by
57  *   overriding the #ClutterActorClass.get_preferred_width() and the
58  *   #ClutterActorClass.get_preferred_height() virtual functions, or it can
59  *   be explicitly set by using clutter_actor_set_width() and
60  *   clutter_actor_set_height().</para>
61  *   <para>An actor’s position can be set explicitly by using
62  *   clutter_actor_set_x() and clutter_actor_set_y(); the coordinates are
63  *   relative to the origin of the actor’s parent.</para>
64  * </refsect2>
65  *
66  * <refsect2 id="ClutterActor-children">
67  *   <title>Managing actor children</title>
68  *   <para>Each actor can have multiple children, by calling
69  *   clutter_actor_add_child() to add a new child actor, and
70  *   clutter_actor_remove_child() to remove an existing child. #ClutterActor
71  *   will hold a reference on each child actor, which will be released when
72  *   the child is removed from its parent, or destroyed using
73  *   clutter_actor_destroy().</para>
74  *   <informalexample><programlisting>
75  *  ClutterActor *actor = clutter_actor_new ();
76  *
77  *  /&ast; set the bounding box of the actor &ast;/
78  *  clutter_actor_set_position (actor, 0, 0);
79  *  clutter_actor_set_size (actor, 480, 640);
80  *
81  *  /&ast; set the background color of the actor &ast;/
82  *  clutter_actor_set_background_color (actor, CLUTTER_COLOR_Orange);
83  *
84  *  /&ast; set the bounding box of the child, relative to the parent &ast;/
85  *  ClutterActor *child = clutter_actor_new ();
86  *  clutter_actor_set_position (child, 20, 20);
87  *  clutter_actor_set_size (child, 80, 240);
88  *
89  *  /&ast; set the background color of the child &ast;/
90  *  clutter_actor_set_background_color (child, CLUTTER_COLOR_Blue);
91  *
92  *  /&ast; add the child to the actor &ast;/
93  *  clutter_actor_add_child (actor, child);
94  *   </programlisting></informalexample>
95  *   <para>Children can be inserted at a given index, or above and below
96  *   another child actor. The order of insertion determines the order of the
97  *   children when iterating over them. Iterating over children is performed
98  *   by using clutter_actor_get_first_child(), clutter_actor_get_previous_sibling(),
99  *   clutter_actor_get_next_sibling(), and clutter_actor_get_last_child(). It is
100  *   also possible to retrieve a list of children by using
101  *   clutter_actor_get_children(), as well as retrieving a specific child at a
102  *   given index by using clutter_actor_get_child_at_index().</para>
103  *   <para>If you need to track additions of children to a #ClutterActor, use
104  *   the #ClutterContainer::actor-added signal; similarly, to track removals
105  *   of children from a ClutterActor, use the #ClutterContainer::actor-removed
106  *   signal.</para>
107  *   <informalexample><programlisting>
108  * <xi:include xmlns:xi="http://www.w3.org/2001/XInclude" parse="text" href="../../../../tests/interactive/test-actor.c">
109  *   <xi:fallback>FIXME: MISSING XINCLUDE CONTENT</xi:fallback>
110  * </xi:include>
111  *   </programlisting></informalexample>
112  *   <figure id="actor-example-image">
113  *     <title>Actors</title>
114  *     <graphic fileref="actor-example.png" format="PNG"/>
115  *   </figure>
116  * </refsect2>
117  *
118  * <refsect2 id="ClutterActor-painting">
119  *   <title>Painting an actor</title>
120  *   <para>There are three ways to paint an actor:</para>
121  *   <itemizedlist>
122  *     <listitem><para>set a delegate #ClutterContent as the value for the
123  *     #ClutterActor:content property of the actor;</para></listitem>
124  *     <listitem><para>subclass #ClutterActor and override the
125  *     #ClutterActorClass.paint_node() virtual function;</para></listitem>
126  *     <listitem><para>subclass #ClutterActor and override the
127  *     #ClutterActorClass.paint() virtual function.</para></listitem>
128  *   </itemizedlist>
129  *   <formalpara>
130  *     <title>Setting the Content property</title>
131  *     <para>A #ClutterContent is a delegate object that takes over the
132  *     painting operation of one, or more actors. The #ClutterContent
133  *     painting will be performed on top of the #ClutterActor:background-color
134  *     of the actor, and before calling the #ClutterActorClass.paint_node()
135  *     virtual function.</para>
136  *     <informalexample><programlisting>
137  * ClutterActor *actor = clutter_actor_new ();
138  *
139  * /&ast; set the bounding box &ast;/
140  * clutter_actor_set_position (actor, 50, 50);
141  * clutter_actor_set_size (actor, 100, 100);
142  *
143  * /&ast; set the content; the image_content variable is set elsewhere &ast;/
144  * clutter_actor_set_content (actor, image_content);
145  *     </programlisting></informalexample>
146  *   </formalpara>
147  *   <formalpara>
148  *     <title>Overriding the paint_node virtual function</title>
149  *     <para>The #ClutterActorClass.paint_node() virtual function is invoked
150  *     whenever an actor needs to be painted. The implementation of the
151  *     virtual function must only paint the contents of the actor itself,
152  *     and not the contents of its children, if the actor has any.</para>
153  *     <para>The #ClutterPaintNode passed to the virtual function is the
154  *     local root of the render tree; any node added to it will be
155  *     rendered at the correct position, as defined by the actor's
156  *     #ClutterActor:allocation.</para>
157  *     <informalexample><programlisting>
158  * static void
159  * my_actor_paint_node (ClutterActor     *actor,
160  *                      ClutterPaintNode *root)
161  * {
162  *   ClutterPaintNode *node;
163  *   ClutterActorBox box;
164  *
165  *   /&ast; where the content of the actor should be painted &ast;/
166  *   clutter_actor_get_allocation_box (actor, &box);
167  *
168  *   /&ast; the cogl_texture variable is set elsewhere &ast;/
169  *   node = clutter_texture_node_new (cogl_texture, CLUTTER_COLOR_White,
170  *                                    CLUTTER_SCALING_FILTER_TRILINEAR,
171  *                                    CLUTTER_SCALING_FILTER_LINEAR);
172  *
173  *   /&ast; paint the content of the node using the allocation &ast;/
174  *   clutter_paint_node_add_rectangle (node, &box);
175  *
176  *   /&ast; add the node, and transfer ownership &ast;/
177  *   clutter_paint_node_add_child (root, node);
178  *   clutter_paint_node_unref (node);
179  * }
180  *     </programlisting></informalexample>
181  *   </formalpara>
182  *   <formalpara>
183  *     <title>Overriding the paint virtual function</title>
184  *     <para>The #ClutterActorClass.paint() virtual function is invoked
185  *     when the #ClutterActor::paint signal is emitted, and after the other
186  *     signal handlers have been invoked. Overriding the paint virtual
187  *     function gives total control to the paint sequence of the actor
188  *     itself, including the children of the actor, if any.</para>
189  *     <warning><para>It is strongly discouraged to override the
190  *     #ClutterActorClass.paint() virtual function, as well as connecting
191  *     to the #ClutterActor::paint signal. These hooks into the paint
192  *     sequence are considered legacy, and will be removed when the Clutter
193  *     API changes.</para></warning>
194  *   </formalpara>
195  * </refsect2>
196  *
197  * <refsect2 id="ClutterActor-events">
198  *   <title>Handling events on an actor</title>
199  *   <para>A #ClutterActor can receive and handle input device events, for
200  *   instance pointer events and key events, as long as its
201  *   #ClutterActor:reactive property is set to %TRUE.</para>
202  *   <para>Once an actor has been determined to be the source of an event,
203  *   Clutter will traverse the scene graph from the top-level actor towards the
204  *   event source, emitting the #ClutterActor::captured-event signal on each
205  *   ancestor until it reaches the source; this phase is also called
206  *   <emphasis>the capture phase</emphasis>. If the event propagation was not
207  *   stopped, the graph is walked backwards, from the source actor to the
208  *   top-level, and the #ClutterActor::event signal, along with other event
209  *   signals if needed, is emitted; this phase is also called <emphasis>the
210  *   bubble phase</emphasis>. At any point of the signal emission, signal
211  *   handlers can stop the propagation through the scene graph by returning
212  *   %CLUTTER_EVENT_STOP; otherwise, they can continue the propagation by
213  *   returning %CLUTTER_EVENT_PROPAGATE.</para>
214  * </refsect2>
215  *
216  * <refsect2 id="ClutterActor-animation">
217  *   <title>Animation</title>
218  *   <para>Animation is a core concept of modern user interfaces; Clutter
219  *   provides a complete and powerful animation framework that automatically
220  *   tweens the actor's state without requiring direct, frame by frame
221  *   manipulation from your application code.</para>
222  *   <formalpara>
223  *     <title>Implicit animations</title>
224  *     <para>The implicit animation model of Clutter assumes that all the
225  *     changes in an actor state should be gradual and asynchronous; Clutter
226  *     will automatically transition an actor's property change between the
227  *     current state and the desired one without manual intervention.</para>
228  *     <para>By default, in the 1.0 API series, the transition happens with
229  *     a duration of zero milliseconds, and the implicit animation is an
230  *     opt in feature to retain backwards compatibility. In order to enable
231  *     implicit animations, it is necessary to change the easing state of
232  *     an actor by using clutter_actor_save_easing_state():</para>
233  *     <informalexample><programlisting>
234  * /&ast; assume that the actor is currently positioned at (100, 100) &ast;/
235  * clutter_actor_save_easing_state (actor);
236  * clutter_actor_set_position (actor, 500, 500);
237  * clutter_actor_restore_easing_state (actor);
238  *     </programlisting></informalexample>
239  *     <para>The example above will trigger an implicit animation of the
240  *     actor between its current position to a new position.</para>
241  *     <para>It is possible to animate multiple properties of an actor
242  *     at the same time, and you can animate multiple actors at the same
243  *     time as well, for instance:</para>
244  *     <informalexample><programlisting>
245  * /&ast; animate the actor's opacity and depth &ast;/
246  * clutter_actor_save_easing_state (actor);
247  * clutter_actor_set_opacity (actor, 0);
248  * clutter_actor_set_depth (actor, -100);
249  * clutter_actor_restore_easing_state (actor);
250  *
251  * /&ast; animate another actor's opacity &ast;/
252  * clutter_actor_save_easing_state (another_actor);
253  * clutter_actor_set_opacity (another_actor, 255);
254  * clutter_actor_set_depth (another_actor, 100);
255  * clutter_actor_restore_easing_state (another_actor);
256  *     </programlisting></informalexample>
257  *     <para>Implicit animations use a default duration of 250 milliseconds,
258  *     and a default easing mode of %CLUTTER_EASE_OUT_CUBIC, unless you call
259  *     clutter_actor_set_easing_mode() and clutter_actor_set_easing_duration()
260  *     after changing the easing state of the actor.</para>
261  *     <para>It is important to note that if you modify the state on an
262  *     animatable property while a transition is in flight, the transition's
263  *     final value will be updated, as well as its duration and progress
264  *     mode by using the current easing state; for instance, in the following
265  *     example:</para>
266  *     <informalexample><programlisting>
267  * clutter_actor_save_easing_state (actor);
268  * clutter_actor_set_x (actor, 200);
269  * clutter_actor_restore_easing_state (actor);
270  *
271  * clutter_actor_save_easing_state (actor);
272  * clutter_actor_set_x (actor, 100);
273  * clutter_actor_restore_easing_state (actor);
274  *     </programlisting></informalexample>
275  *     <para>the first call to clutter_actor_set_x() will begin a transition
276  *     of the #ClutterActor:x property to the value of 200; the second call
277  *     to clutter_actor_set_x() will change the transition's final value to
278  *     100.</para>
279  *     <para>It is possible to retrieve the #ClutterTransition used by the
280  *     animatable properties by using clutter_actor_get_transition() and using
281  *     the property name as the transition name.</para>
282  *   </formalpara>
283  *   <formalpara>
284  *     <title>Explicit animations</title>
285  *     <para>The explicit animation model supported by Clutter requires that
286  *     you create a #ClutterTransition object, and set the initial and
287  *     final values. The transition will not start unless you add it to the
288  *     #ClutterActor.</para>
289  *     <informalexample><programlisting>
290  * ClutterTransition *transition;
291  *
292  * transition = clutter_property_transition_new ("opacity");
293  * clutter_timeline_set_duration (CLUTTER_TIMELINE (transition), 3000);
294  * clutter_timeline_set_repeat_count (CLUTTER_TIMELINE (transition), 2);
295  * clutter_timeline_set_auto_reverse (CLUTTER_TIMELINE (transition), TRUE);
296  * clutter_transition_set_interval (transition, clutter_interval_new (G_TYPE_UINT, 255, 0));
297  *
298  * clutter_actor_add_transition (actor, "animate-opacity", transition);
299  *     </programlisting></informalexample>
300  *     <para>The example above will animate the #ClutterActor:opacity property
301  *     of an actor between fully opaque and fully transparent, and back, over
302  *     a span of 3 seconds. The animation does not begin until it is added to
303  *     the actor.</para>
304  *     <para>The explicit animation API should also be used when using custom
305  *     animatable properties for #ClutterAction, #ClutterConstraint, and
306  *     #ClutterEffect instances associated to an actor; see the section on
307  *     <ulink linkend="ClutterActor-custom-animatable-properties">custom
308  *     animatable properties below</ulink> for an example.</para>
309  *     <para>Finally, explicit animations are useful for creating animations
310  *     that run continuously, for instance:</para>
311  *     <informalexample><programlisting>
312  * /&ast; this animation will pulse the actor's opacity continuously &ast;/
313  * ClutterTransition *transition;
314  * ClutterInterval *interval;
315  *
316  * transition = clutter_property_transition_new ("opacity");
317  *
318  * /&ast; we want to animate the opacity between 0 and 255 &ast;/
319  * internal = clutter_interval_new (G_TYPE_UINT, 0, 255);
320  * clutter_transition_set_interval (transition, interval);
321  *
322  * /&ast; over a one second duration, running an infinite amount of times &ast;/
323  * clutter_timeline_set_duration (CLUTTER_TIMELINE (transition), 1000);
324  * clutter_timeline_set_repeat_count (CLUTTER_TIMELINE (transition), -1);
325  *
326  * /&ast; we want to fade in and out, so we need to auto-reverse the transition &ast;/
327  * clutter_timeline_set_auto_reverse (CLUTTER_TIMELINE (transition), TRUE);
328  *
329  * /&ast; and we want to use an easing function that eases both in and out &ast;/
330  * clutter_timeline_set_progress_mode (CLUTTER_TIMELINE (transition),
331  *                                     CLUTTER_EASE_IN_OUT_CUBIC);
332  *
333  * /&ast; add the transition to the desired actor; this will
334  *  &ast; start the animation.
335  *  &ast;/
336  * clutter_actor_add_transition (actor, "opacityAnimation", transition);
337  *     </programlisting></informalexample>
338  *   </formalpara>
339  * </refsect2>
340  *
341  * <refsect2 id="ClutterActor-subclassing">
342  *   <title>Implementing an actor</title>
343  *   <para>Careful consideration should be given when deciding to implement
344  *   a #ClutterActor sub-class. It is generally recommended to implement a
345  *   sub-class of #ClutterActor only for actors that should be used as leaf
346  *   nodes of a scene graph.</para>
347  *   <para>If your actor should be painted in a custom way, you should
348  *   override the #ClutterActor::paint signal class handler. You can either
349  *   opt to chain up to the parent class implementation or decide to fully
350  *   override the default paint implementation; Clutter will set up the
351  *   transformations and clip regions prior to emitting the #ClutterActor::paint
352  *   signal.</para>
353  *   <para>By overriding the #ClutterActorClass.get_preferred_width() and
354  *   #ClutterActorClass.get_preferred_height() virtual functions it is
355  *   possible to change or provide the preferred size of an actor; similarly,
356  *   by overriding the #ClutterActorClass.allocate() virtual function it is
357  *   possible to control the layout of the children of an actor. Make sure to
358  *   always chain up to the parent implementation of the
359  *   #ClutterActorClass.allocate() virtual function.</para>
360  *   <para>In general, it is strongly encouraged to use delegation and
361  *   composition instead of direct subclassing.</para>
362  * </refsect2>
363  *
364  * <refsect2 id="ClutterActor-script">
365  *   <title>ClutterActor custom properties for #ClutterScript</title>
366  *   <para>#ClutterActor defines a custom "rotation" property which
367  *   allows a short-hand description of the rotations to be applied
368  *   to an actor.</para>
369  *   <para>The syntax of the "rotation" property is the following:</para>
370  *   <informalexample>
371  *     <programlisting>
372  * "rotation" : [
373  *   { "&lt;axis&gt;" : [ &lt;angle&gt;, [ &lt;center&gt; ] ] }
374  * ]
375  *     </programlisting>
376  *   </informalexample>
377  *   <para>where the <emphasis>axis</emphasis> is the name of an enumeration
378  *   value of type #ClutterRotateAxis and <emphasis>angle</emphasis> is a
379  *   floating point value representing the rotation angle on the given axis,
380  *   in degrees.</para>
381  *   <para>The <emphasis>center</emphasis> array is optional, and if present
382  *   it must contain the center of rotation as described by two coordinates:
383  *   Y and Z for "x-axis"; X and Z for "y-axis"; and X and Y for
384  *   "z-axis".</para>
385  *   <para>#ClutterActor will also parse every positional and dimensional
386  *   property defined as a string through clutter_units_from_string(); you
387  *   should read the documentation for the #ClutterUnits parser format for
388  *   the valid units and syntax.</para>
389  * </refsect2>
390  *
391  * <refsect2 id="ClutterActor-custom-animatable-properties">
392  *   <title>Custom animatable properties</title>
393  *   <para>#ClutterActor allows accessing properties of #ClutterAction,
394  *   #ClutterEffect, and #ClutterConstraint instances associated to an actor
395  *   instance for animation purposes.</para>
396  *   <para>In order to access a specific #ClutterAction or a #ClutterConstraint
397  *   property it is necessary to set the #ClutterActorMeta:name property on the
398  *   given action or constraint.</para>
399  *   <para>The property can be accessed using the following syntax:</para>
400  *   <informalexample>
401  *     <programlisting>
402  * @&lt;section&gt;.&lt;meta-name&gt;.&lt;property-name&gt;
403  *     </programlisting>
404  *   </informalexample>
405  *   <para>The initial <emphasis>@</emphasis> is mandatory.</para>
406  *   <para>The <emphasis>section</emphasis> fragment can be one between
407  *   "actions", "constraints" and "effects".</para>
408  *   <para>The <emphasis>meta-name</emphasis> fragment is the name of the
409  *   action or constraint, as specified by the #ClutterActorMeta:name
410  *   property.</para>
411  *   <para>The <emphasis>property-name</emphasis> fragment is the name of the
412  *   action or constraint property to be animated.</para>
413  *   <para>The example below animates a #ClutterBindConstraint applied to an
414  *   actor using clutter_actor_animate(). The <emphasis>rect</emphasis> has
415  *   a binding constraint for the <emphasis>origin</emphasis> actor, and in
416  *   its initial state is overlapping the actor to which is bound to.</para>
417  *   <informalexample><programlisting>
418  * constraint = clutter_bind_constraint_new (origin, CLUTTER_BIND_X, 0.0);
419  * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), "bind-x");
420  * clutter_actor_add_constraint (rect, constraint);
421  *
422  * constraint = clutter_bind_constraint_new (origin, CLUTTER_BIND_Y, 0.0);
423  * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), "bind-y");
424  * clutter_actor_add_constraint (rect, constraint);
425  *
426  * clutter_actor_set_reactive (origin, TRUE);
427  *
428  * g_signal_connect (origin, "button-press-event",
429  *                   G_CALLBACK (on_button_press),
430  *                   rect);
431  *   </programlisting></informalexample>
432  *   <para>On button press, the rectangle "slides" from behind the actor to
433  *   which is bound to, using the #ClutterBindConstraint:offset property to
434  *   achieve the effect:</para>
435  *   <informalexample><programlisting>
436  * gboolean
437  * on_button_press (ClutterActor *origin,
438  *                  ClutterEvent *event,
439  *                  ClutterActor *rect)
440  * {
441  *   ClutterTransition *transition;
442  *   ClutterInterval *interval;
443  *
444  *   /&ast; the offset that we want to apply; this will make the actor
445  *    &ast; slide in from behind the origin and rest at the right of
446  *    &ast; the origin, plus a padding value.
447  *    &ast;/
448  *   float new_offset = clutter_actor_get_width (origin) + h_padding;
449  *
450  *   /&ast; the property we wish to animate; the "@constraints" section
451  *    &ast; tells Clutter to check inside the constraints associated
452  *    &ast; with the actor; the "bind-x" section is the name of the
453  *    &ast; constraint; and the "offset" is the name of the property
454  *    &ast; on the constraint.
455  *    &ast;/
456  *   const char *prop = "@constraints.bind-x.offset";
457  *
458  *   /&ast; create a new transition for the given property &ast;/
459  *   transition = clutter_property_transition_new (prop);
460  *
461  *   /&ast; set the easing mode and duration &ast;/
462  *   clutter_timeline_set_progress_mode (CLUTTER_TIMELINE (transition),
463  *                                       CLUTTER_EASE_OUT_CUBIC);
464  *   clutter_timeline_set_duration (CLUTTER_TIMELINE (transition), 500);
465  *
466  *   /&ast; create the interval with the initial and final values &ast;/
467  *   interval = clutter_interval_new (G_TYPE_FLOAT, 0, new_offset);
468  *   clutter_transition_set_interval (transition, interval);
469  *
470  *   /&ast; add the transition to the actor; this causes the animation
471  *    &ast; to start. the name "offsetAnimation" can be used to retrieve
472  *    &ast; the transition later.
473  *    &ast;/
474  *   clutter_actor_add_transition (rect, "offsetAnimation", transition);
475  *
476  *   /&ast; we handled the event &ast;/
477  *   return CLUTTER_EVENT_STOP;
478  * }
479  *   </programlisting></informalexample>
480  * </refsect2>
481  */
482
483 /**
484  * CLUTTER_ACTOR_IS_MAPPED:
485  * @a: a #ClutterActor
486  *
487  * Evaluates to %TRUE if the %CLUTTER_ACTOR_MAPPED flag is set.
488  *
489  * The mapped state is set when the actor is visible and all its parents up
490  * to a top-level (e.g. a #ClutterStage) are visible, realized, and mapped.
491  *
492  * This check can be used to see if an actor is going to be painted, as only
493  * actors with the %CLUTTER_ACTOR_MAPPED flag set are going to be painted.
494  *
495  * The %CLUTTER_ACTOR_MAPPED flag is managed by Clutter itself, and it should
496  * not be checked directly; instead, the recommended usage is to connect a
497  * handler on the #GObject::notify signal for the #ClutterActor:mapped
498  * property of #ClutterActor, and check the presence of
499  * the %CLUTTER_ACTOR_MAPPED flag on state changes.
500  *
501  * It is also important to note that Clutter may delay the changes of
502  * the %CLUTTER_ACTOR_MAPPED flag on top-levels due to backend-specific
503  * limitations, or during the reparenting of an actor, to optimize
504  * unnecessary (and potentially expensive) state changes.
505  *
506  * Since: 0.2
507  */
508
509 /**
510  * CLUTTER_ACTOR_IS_REALIZED:
511  * @a: a #ClutterActor
512  *
513  * Evaluates to %TRUE if the %CLUTTER_ACTOR_REALIZED flag is set.
514  *
515  * The realized state has an actor-dependant interpretation. If an
516  * actor wants to delay allocating resources until it is attached to a
517  * stage, it may use the realize state to do so. However it is
518  * perfectly acceptable for an actor to allocate Cogl resources before
519  * being realized because there is only one drawing context used by Clutter
520  * so any resources will work on any stage.  If an actor is mapped it
521  * must also be realized, but an actor can be realized and unmapped
522  * (this is so hiding an actor temporarily doesn't do an expensive
523  * unrealize/realize).
524  *
525  * To be realized an actor must be inside a stage, and all its parents
526  * must be realized.
527  *
528  * Since: 0.2
529  */
530
531 /**
532  * CLUTTER_ACTOR_IS_VISIBLE:
533  * @a: a #ClutterActor
534  *
535  * Evaluates to %TRUE if the actor has been shown, %FALSE if it's hidden.
536  * Equivalent to the ClutterActor::visible object property.
537  *
538  * Note that an actor is only painted onscreen if it's mapped, which
539  * means it's visible, and all its parents are visible, and one of the
540  * parents is a toplevel stage; see also %CLUTTER_ACTOR_IS_MAPPED.
541  *
542  * Since: 0.2
543  */
544
545 /**
546  * CLUTTER_ACTOR_IS_REACTIVE:
547  * @a: a #ClutterActor
548  *
549  * Evaluates to %TRUE if the %CLUTTER_ACTOR_REACTIVE flag is set.
550  *
551  * Only reactive actors will receive event-related signals.
552  *
553  * Since: 0.6
554  */
555
556 #ifdef HAVE_CONFIG_H
557 #include "config.h"
558 #endif
559
560 #include <math.h>
561
562 #include <gobject/gvaluecollector.h>
563
564 #include <cogl/cogl.h>
565
566 #define CLUTTER_DISABLE_DEPRECATION_WARNINGS
567 #define CLUTTER_ENABLE_EXPERIMENTAL_API
568
569 #include "clutter-actor-private.h"
570
571 #include "clutter-action.h"
572 #include "clutter-actor-meta-private.h"
573 #include "clutter-animatable.h"
574 #include "clutter-color-static.h"
575 #include "clutter-color.h"
576 #include "clutter-constraint.h"
577 #include "clutter-container.h"
578 #include "clutter-content-private.h"
579 #include "clutter-debug.h"
580 #include "clutter-effect-private.h"
581 #include "clutter-enum-types.h"
582 #include "clutter-fixed-layout.h"
583 #include "clutter-flatten-effect.h"
584 #include "clutter-interval.h"
585 #include "clutter-main.h"
586 #include "clutter-marshal.h"
587 #include "clutter-paint-nodes.h"
588 #include "clutter-paint-node-private.h"
589 #include "clutter-paint-volume-private.h"
590 #include "clutter-private.h"
591 #include "clutter-profile.h"
592 #include "clutter-property-transition.h"
593 #include "clutter-scriptable.h"
594 #include "clutter-script-private.h"
595 #include "clutter-stage-private.h"
596 #include "clutter-timeline.h"
597 #include "clutter-transition.h"
598 #include "clutter-units.h"
599
600 #include "deprecated/clutter-actor.h"
601 #include "deprecated/clutter-behaviour.h"
602 #include "deprecated/clutter-container.h"
603
604 #define CLUTTER_ACTOR_GET_PRIVATE(obj) \
605 (G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_ACTOR, ClutterActorPrivate))
606
607 /* Internal enum used to control mapped state update.  This is a hint
608  * which indicates when to do something other than just enforce
609  * invariants.
610  */
611 typedef enum {
612   MAP_STATE_CHECK,           /* just enforce invariants. */
613   MAP_STATE_MAKE_UNREALIZED, /* force unrealize, ignoring invariants,
614                               * used when about to unparent.
615                               */
616   MAP_STATE_MAKE_MAPPED,     /* set mapped, error if invariants not met;
617                               * used to set mapped on toplevels.
618                               */
619   MAP_STATE_MAKE_UNMAPPED    /* set unmapped, even if parent is mapped,
620                               * used just before unmapping parent.
621                               */
622 } MapStateChange;
623
624 /* 3 entries should be a good compromise, few layout managers
625  * will ask for 3 different preferred size in each allocation cycle */
626 #define N_CACHED_SIZE_REQUESTS 3
627
628 struct _ClutterActorPrivate
629 {
630   /* request mode */
631   ClutterRequestMode request_mode;
632
633   /* our cached size requests for different width / height */
634   SizeRequest width_requests[N_CACHED_SIZE_REQUESTS];
635   SizeRequest height_requests[N_CACHED_SIZE_REQUESTS];
636
637   /* An age of 0 means the entry is not set */
638   guint cached_height_age;
639   guint cached_width_age;
640
641   /* the bounding box of the actor, relative to the parent's
642    * allocation
643    */
644   ClutterActorBox allocation;
645   ClutterAllocationFlags allocation_flags;
646
647   /* clip, in actor coordinates */
648   cairo_rectangle_t clip;
649
650   /* the cached transformation matrix; see apply_transform() */
651   CoglMatrix transform;
652
653   guint8 opacity;
654   gint opacity_override;
655
656   ClutterOffscreenRedirect offscreen_redirect;
657
658   /* This is an internal effect used to implement the
659      offscreen-redirect property */
660   ClutterEffect *flatten_effect;
661
662   /* scene graph */
663   ClutterActor *parent;
664   ClutterActor *prev_sibling;
665   ClutterActor *next_sibling;
666   ClutterActor *first_child;
667   ClutterActor *last_child;
668
669   gint n_children;
670
671   /* tracks whenever the children of an actor are changed; the
672    * age is incremented by 1 whenever an actor is added or
673    * removed. the age is not incremented when the first or the
674    * last child pointers are changed, or when grandchildren of
675    * an actor are changed.
676    */
677   gint age;
678
679   gchar *name; /* a non-unique name, used for debugging */
680   guint32 id; /* unique id, used for backward compatibility */
681
682   gint32 pick_id; /* per-stage unique id, used for picking */
683
684   /* a back-pointer to the Pango context that we can use
685    * to create pre-configured PangoLayout
686    */
687   PangoContext *pango_context;
688
689   /* the text direction configured for this child - either by
690    * application code, or by the actor's parent
691    */
692   ClutterTextDirection text_direction;
693
694   /* a counter used to toggle the CLUTTER_INTERNAL_CHILD flag */
695   gint internal_child;
696
697   /* meta classes */
698   ClutterMetaGroup *actions;
699   ClutterMetaGroup *constraints;
700   ClutterMetaGroup *effects;
701
702   /* delegate object used to allocate the children of this actor */
703   ClutterLayoutManager *layout_manager;
704
705   /* delegate object used to paint the contents of this actor */
706   ClutterContent *content;
707
708   ClutterActorBox content_box;
709   ClutterContentGravity content_gravity;
710   ClutterScalingFilter min_filter;
711   ClutterScalingFilter mag_filter;
712
713   /* used when painting, to update the paint volume */
714   ClutterEffect *current_effect;
715
716   /* This is used to store an effect which needs to be redrawn. A
717      redraw can be queued to start from a particular effect. This is
718      used by parametrised effects that can cache an image of the
719      actor. If a parameter of the effect changes then it only needs to
720      redraw the cached image, not the actual actor. The pointer is
721      only valid if is_dirty == TRUE. If the pointer is NULL then the
722      whole actor is dirty. */
723   ClutterEffect *effect_to_redraw;
724
725   /* This is used when painting effects to implement the
726      clutter_actor_continue_paint() function. It points to the node in
727      the list of effects that is next in the chain */
728   const GList *next_effect_to_paint;
729
730   ClutterPaintVolume paint_volume;
731
732   /* NB: This volume isn't relative to this actor, it is in eye
733    * coordinates so that it can remain valid after the actor changes.
734    */
735   ClutterPaintVolume last_paint_volume;
736
737   ClutterStageQueueRedrawEntry *queue_redraw_entry;
738
739   ClutterColor bg_color;
740
741   /* bitfields */
742
743   /* fixed position and sizes */
744   guint position_set                : 1;
745   guint min_width_set               : 1;
746   guint min_height_set              : 1;
747   guint natural_width_set           : 1;
748   guint natural_height_set          : 1;
749   /* cached request is invalid (implies allocation is too) */
750   guint needs_width_request         : 1;
751   /* cached request is invalid (implies allocation is too) */
752   guint needs_height_request        : 1;
753   /* cached allocation is invalid (request has changed, probably) */
754   guint needs_allocation            : 1;
755   guint show_on_set_parent          : 1;
756   guint has_clip                    : 1;
757   guint clip_to_allocation          : 1;
758   guint enable_model_view_transform : 1;
759   guint enable_paint_unmapped       : 1;
760   guint has_pointer                 : 1;
761   guint propagated_one_redraw       : 1;
762   guint paint_volume_valid          : 1;
763   guint last_paint_volume_valid     : 1;
764   guint in_clone_paint              : 1;
765   guint transform_valid             : 1;
766   /* This is TRUE if anything has queued a redraw since we were last
767      painted. In this case effect_to_redraw will point to an effect
768      the redraw was queued from or it will be NULL if the redraw was
769      queued without an effect. */
770   guint is_dirty                    : 1;
771   guint bg_color_set                : 1;
772   guint content_box_valid           : 1;
773 };
774
775 enum
776 {
777   PROP_0,
778
779   PROP_NAME,
780
781   /* X, Y, WIDTH, HEIGHT are "do what I mean" properties;
782    * when set they force a size request, when gotten they
783    * get the allocation if the allocation is valid, and the
784    * request otherwise
785    */
786   PROP_X,
787   PROP_Y,
788   PROP_WIDTH,
789   PROP_HEIGHT,
790
791   /* Then the rest of these size-related properties are the "actual"
792    * underlying properties set or gotten by X, Y, WIDTH, HEIGHT
793    */
794   PROP_FIXED_X,
795   PROP_FIXED_Y,
796
797   PROP_FIXED_POSITION_SET,
798
799   PROP_MIN_WIDTH,
800   PROP_MIN_WIDTH_SET,
801
802   PROP_MIN_HEIGHT,
803   PROP_MIN_HEIGHT_SET,
804
805   PROP_NATURAL_WIDTH,
806   PROP_NATURAL_WIDTH_SET,
807
808   PROP_NATURAL_HEIGHT,
809   PROP_NATURAL_HEIGHT_SET,
810
811   PROP_REQUEST_MODE,
812
813   /* Allocation properties are read-only */
814   PROP_ALLOCATION,
815
816   PROP_DEPTH,
817
818   PROP_CLIP,
819   PROP_HAS_CLIP,
820   PROP_CLIP_TO_ALLOCATION,
821
822   PROP_OPACITY,
823
824   PROP_OFFSCREEN_REDIRECT,
825
826   PROP_VISIBLE,
827   PROP_MAPPED,
828   PROP_REALIZED,
829   PROP_REACTIVE,
830
831   PROP_SCALE_X,
832   PROP_SCALE_Y,
833   PROP_SCALE_CENTER_X,
834   PROP_SCALE_CENTER_Y,
835   PROP_SCALE_GRAVITY,
836
837   PROP_ROTATION_ANGLE_X,
838   PROP_ROTATION_ANGLE_Y,
839   PROP_ROTATION_ANGLE_Z,
840   PROP_ROTATION_CENTER_X,
841   PROP_ROTATION_CENTER_Y,
842   PROP_ROTATION_CENTER_Z,
843   /* This property only makes sense for the z rotation because the
844      others would depend on the actor having a size along the
845      z-axis */
846   PROP_ROTATION_CENTER_Z_GRAVITY,
847
848   PROP_ANCHOR_X,
849   PROP_ANCHOR_Y,
850   PROP_ANCHOR_GRAVITY,
851
852   PROP_SHOW_ON_SET_PARENT,
853
854   PROP_TEXT_DIRECTION,
855   PROP_HAS_POINTER,
856
857   PROP_ACTIONS,
858   PROP_CONSTRAINTS,
859   PROP_EFFECT,
860
861   PROP_LAYOUT_MANAGER,
862
863   PROP_X_ALIGN,
864   PROP_Y_ALIGN,
865   PROP_MARGIN_TOP,
866   PROP_MARGIN_BOTTOM,
867   PROP_MARGIN_LEFT,
868   PROP_MARGIN_RIGHT,
869
870   PROP_BACKGROUND_COLOR,
871   PROP_BACKGROUND_COLOR_SET,
872
873   PROP_FIRST_CHILD,
874   PROP_LAST_CHILD,
875
876   PROP_CONTENT,
877   PROP_CONTENT_GRAVITY,
878   PROP_CONTENT_BOX,
879   PROP_MINIFICATION_FILTER,
880   PROP_MAGNIFICATION_FILTER,
881
882   PROP_LAST
883 };
884
885 static GParamSpec *obj_props[PROP_LAST];
886
887 enum
888 {
889   SHOW,
890   HIDE,
891   DESTROY,
892   PARENT_SET,
893   KEY_FOCUS_IN,
894   KEY_FOCUS_OUT,
895   PAINT,
896   PICK,
897   REALIZE,
898   UNREALIZE,
899   QUEUE_REDRAW,
900   QUEUE_RELAYOUT,
901   EVENT,
902   CAPTURED_EVENT,
903   BUTTON_PRESS_EVENT,
904   BUTTON_RELEASE_EVENT,
905   SCROLL_EVENT,
906   KEY_PRESS_EVENT,
907   KEY_RELEASE_EVENT,
908   MOTION_EVENT,
909   ENTER_EVENT,
910   LEAVE_EVENT,
911   ALLOCATION_CHANGED,
912   TRANSITIONS_COMPLETED,
913
914   LAST_SIGNAL
915 };
916
917 static guint actor_signals[LAST_SIGNAL] = { 0, };
918
919 static void clutter_container_iface_init  (ClutterContainerIface  *iface);
920 static void clutter_scriptable_iface_init (ClutterScriptableIface *iface);
921 static void clutter_animatable_iface_init (ClutterAnimatableIface *iface);
922 static void atk_implementor_iface_init    (AtkImplementorIface    *iface);
923
924 /* These setters are all static for now, maybe they should be in the
925  * public API, but they are perhaps obscure enough to leave only as
926  * properties
927  */
928 static void clutter_actor_set_min_width          (ClutterActor *self,
929                                                   gfloat        min_width);
930 static void clutter_actor_set_min_height         (ClutterActor *self,
931                                                   gfloat        min_height);
932 static void clutter_actor_set_natural_width      (ClutterActor *self,
933                                                   gfloat        natural_width);
934 static void clutter_actor_set_natural_height     (ClutterActor *self,
935                                                   gfloat        natural_height);
936 static void clutter_actor_set_min_width_set      (ClutterActor *self,
937                                                   gboolean      use_min_width);
938 static void clutter_actor_set_min_height_set     (ClutterActor *self,
939                                                   gboolean      use_min_height);
940 static void clutter_actor_set_natural_width_set  (ClutterActor *self,
941                                                   gboolean  use_natural_width);
942 static void clutter_actor_set_natural_height_set (ClutterActor *self,
943                                                   gboolean  use_natural_height);
944 static void clutter_actor_update_map_state       (ClutterActor  *self,
945                                                   MapStateChange change);
946 static void clutter_actor_unrealize_not_hiding   (ClutterActor *self);
947
948 /* Helper routines for managing anchor coords */
949 static void clutter_anchor_coord_get_units (ClutterActor      *self,
950                                             const AnchorCoord *coord,
951                                             gfloat            *x,
952                                             gfloat            *y,
953                                             gfloat            *z);
954 static void clutter_anchor_coord_set_units (AnchorCoord       *coord,
955                                             gfloat             x,
956                                             gfloat             y,
957                                             gfloat             z);
958
959 static ClutterGravity clutter_anchor_coord_get_gravity (const AnchorCoord *coord);
960 static void           clutter_anchor_coord_set_gravity (AnchorCoord       *coord,
961                                                         ClutterGravity     gravity);
962
963 static gboolean clutter_anchor_coord_is_zero (const AnchorCoord *coord);
964
965 static void _clutter_actor_queue_only_relayout (ClutterActor *self);
966
967 static void _clutter_actor_get_relative_transformation_matrix (ClutterActor *self,
968                                                                ClutterActor *ancestor,
969                                                                CoglMatrix *matrix);
970
971 static ClutterPaintVolume *_clutter_actor_get_paint_volume_mutable (ClutterActor *self);
972
973 static guint8   clutter_actor_get_paint_opacity_internal        (ClutterActor *self);
974
975 static inline void clutter_actor_set_background_color_internal (ClutterActor *self,
976                                                                 const ClutterColor *color);
977
978 static void on_layout_manager_changed (ClutterLayoutManager *manager,
979                                        ClutterActor         *self);
980
981 /* Helper macro which translates by the anchor coord, applies the
982    given transformation and then translates back */
983 #define TRANSFORM_ABOUT_ANCHOR_COORD(a,m,c,_transform)  G_STMT_START { \
984   gfloat _tx, _ty, _tz;                                                \
985   clutter_anchor_coord_get_units ((a), (c), &_tx, &_ty, &_tz);         \
986   cogl_matrix_translate ((m), _tx, _ty, _tz);                          \
987   { _transform; }                                                      \
988   cogl_matrix_translate ((m), -_tx, -_ty, -_tz);        } G_STMT_END
989
990 static GQuark quark_shader_data = 0;
991 static GQuark quark_actor_layout_info = 0;
992 static GQuark quark_actor_transform_info = 0;
993 static GQuark quark_actor_animation_info = 0;
994
995 G_DEFINE_TYPE_WITH_CODE (ClutterActor,
996                          clutter_actor,
997                          G_TYPE_INITIALLY_UNOWNED,
998                          G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTAINER,
999                                                 clutter_container_iface_init)
1000                          G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_SCRIPTABLE,
1001                                                 clutter_scriptable_iface_init)
1002                          G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_ANIMATABLE,
1003                                                 clutter_animatable_iface_init)
1004                          G_IMPLEMENT_INTERFACE (ATK_TYPE_IMPLEMENTOR,
1005                                                 atk_implementor_iface_init));
1006
1007 /*< private >
1008  * clutter_actor_get_debug_name:
1009  * @actor: a #ClutterActor
1010  *
1011  * Retrieves a printable name of @actor for debugging messages
1012  *
1013  * Return value: a string with a printable name
1014  */
1015 const gchar *
1016 _clutter_actor_get_debug_name (ClutterActor *actor)
1017 {
1018   return actor->priv->name != NULL ? actor->priv->name
1019                                    : G_OBJECT_TYPE_NAME (actor);
1020 }
1021
1022 #ifdef CLUTTER_ENABLE_DEBUG
1023 /* XXX - this is for debugging only, remove once working (or leave
1024  * in only in some debug mode). Should leave it for a little while
1025  * until we're confident in the new map/realize/visible handling.
1026  */
1027 static inline void
1028 clutter_actor_verify_map_state (ClutterActor *self)
1029 {
1030   ClutterActorPrivate *priv = self->priv;
1031
1032   if (CLUTTER_ACTOR_IS_REALIZED (self))
1033     {
1034       /* all bets are off during reparent when we're potentially realized,
1035        * but should not be according to invariants
1036        */
1037       if (!CLUTTER_ACTOR_IN_REPARENT (self))
1038         {
1039           if (priv->parent == NULL)
1040             {
1041               if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
1042                 {
1043                 }
1044               else
1045                 g_warning ("Realized non-toplevel actor '%s' should "
1046                            "have a parent",
1047                            _clutter_actor_get_debug_name (self));
1048             }
1049           else if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent))
1050             {
1051               g_warning ("Realized actor %s has an unrealized parent %s",
1052                          _clutter_actor_get_debug_name (self),
1053                          _clutter_actor_get_debug_name (priv->parent));
1054             }
1055         }
1056     }
1057
1058   if (CLUTTER_ACTOR_IS_MAPPED (self))
1059     {
1060       if (!CLUTTER_ACTOR_IS_REALIZED (self))
1061         g_warning ("Actor '%s' is mapped but not realized",
1062                    _clutter_actor_get_debug_name (self));
1063
1064       /* remaining bets are off during reparent when we're potentially
1065        * mapped, but should not be according to invariants
1066        */
1067       if (!CLUTTER_ACTOR_IN_REPARENT (self))
1068         {
1069           if (priv->parent == NULL)
1070             {
1071               if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
1072                 {
1073                   if (!CLUTTER_ACTOR_IS_VISIBLE (self) &&
1074                       !CLUTTER_ACTOR_IN_DESTRUCTION (self))
1075                     {
1076                       g_warning ("Toplevel actor '%s' is mapped "
1077                                  "but not visible",
1078                                  _clutter_actor_get_debug_name (self));
1079                     }
1080                 }
1081               else
1082                 {
1083                   g_warning ("Mapped actor '%s' should have a parent",
1084                              _clutter_actor_get_debug_name (self));
1085                 }
1086             }
1087           else
1088             {
1089               ClutterActor *iter = self;
1090
1091               /* check for the enable_paint_unmapped flag on the actor
1092                * and parents; if the flag is enabled at any point of this
1093                * branch of the scene graph then all the later checks
1094                * become pointless
1095                */
1096               while (iter != NULL)
1097                 {
1098                   if (iter->priv->enable_paint_unmapped)
1099                     return;
1100
1101                   iter = iter->priv->parent;
1102                 }
1103
1104               if (!CLUTTER_ACTOR_IS_VISIBLE (priv->parent))
1105                 {
1106                   g_warning ("Actor '%s' should not be mapped if parent '%s'"
1107                              "is not visible",
1108                              _clutter_actor_get_debug_name (self),
1109                              _clutter_actor_get_debug_name (priv->parent));
1110                 }
1111
1112               if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent))
1113                 {
1114                   g_warning ("Actor '%s' should not be mapped if parent '%s'"
1115                              "is not realized",
1116                              _clutter_actor_get_debug_name (self),
1117                              _clutter_actor_get_debug_name (priv->parent));
1118                 }
1119
1120               if (!CLUTTER_ACTOR_IS_TOPLEVEL (priv->parent))
1121                 {
1122                   if (!CLUTTER_ACTOR_IS_MAPPED (priv->parent))
1123                     g_warning ("Actor '%s' is mapped but its non-toplevel "
1124                                "parent '%s' is not mapped",
1125                                _clutter_actor_get_debug_name (self),
1126                                _clutter_actor_get_debug_name (priv->parent));
1127                 }
1128             }
1129         }
1130     }
1131 }
1132
1133 #endif /* CLUTTER_ENABLE_DEBUG */
1134
1135 static void
1136 clutter_actor_set_mapped (ClutterActor *self,
1137                           gboolean      mapped)
1138 {
1139   if (CLUTTER_ACTOR_IS_MAPPED (self) == mapped)
1140     return;
1141
1142   if (mapped)
1143     {
1144       CLUTTER_ACTOR_GET_CLASS (self)->map (self);
1145       g_assert (CLUTTER_ACTOR_IS_MAPPED (self));
1146     }
1147   else
1148     {
1149       CLUTTER_ACTOR_GET_CLASS (self)->unmap (self);
1150       g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1151     }
1152 }
1153
1154 /* this function updates the mapped and realized states according to
1155  * invariants, in the appropriate order.
1156  */
1157 static void
1158 clutter_actor_update_map_state (ClutterActor  *self,
1159                                 MapStateChange change)
1160 {
1161   gboolean was_mapped;
1162
1163   was_mapped = CLUTTER_ACTOR_IS_MAPPED (self);
1164
1165   if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
1166     {
1167       /* the mapped flag on top-level actors must be set by the
1168        * per-backend implementation because it might be asynchronous.
1169        *
1170        * That is, the MAPPED flag on toplevels currently tracks the X
1171        * server mapped-ness of the window, while the expected behavior
1172        * (if used to GTK) may be to track WM_STATE!=WithdrawnState.
1173        * This creates some weird complexity by breaking the invariant
1174        * that if we're visible and all ancestors shown then we are
1175        * also mapped - instead, we are mapped if all ancestors
1176        * _possibly excepting_ the stage are mapped. The stage
1177        * will map/unmap for example when it is minimized or
1178        * moved to another workspace.
1179        *
1180        * So, the only invariant on the stage is that if visible it
1181        * should be realized, and that it has to be visible to be
1182        * mapped.
1183        */
1184       if (CLUTTER_ACTOR_IS_VISIBLE (self))
1185         clutter_actor_realize (self);
1186
1187       switch (change)
1188         {
1189         case MAP_STATE_CHECK:
1190           break;
1191
1192         case MAP_STATE_MAKE_MAPPED:
1193           g_assert (!was_mapped);
1194           clutter_actor_set_mapped (self, TRUE);
1195           break;
1196
1197         case MAP_STATE_MAKE_UNMAPPED:
1198           g_assert (was_mapped);
1199           clutter_actor_set_mapped (self, FALSE);
1200           break;
1201
1202         case MAP_STATE_MAKE_UNREALIZED:
1203           /* we only use MAKE_UNREALIZED in unparent,
1204            * and unparenting a stage isn't possible.
1205            * If someone wants to just unrealize a stage
1206            * then clutter_actor_unrealize() doesn't
1207            * go through this codepath.
1208            */
1209           g_warning ("Trying to force unrealize stage is not allowed");
1210           break;
1211         }
1212
1213       if (CLUTTER_ACTOR_IS_MAPPED (self) &&
1214           !CLUTTER_ACTOR_IS_VISIBLE (self) &&
1215           !CLUTTER_ACTOR_IN_DESTRUCTION (self))
1216         {
1217           g_warning ("Clutter toplevel of type '%s' is not visible, but "
1218                      "it is somehow still mapped",
1219                      _clutter_actor_get_debug_name (self));
1220         }
1221     }
1222   else
1223     {
1224       ClutterActorPrivate *priv = self->priv;
1225       ClutterActor *parent = priv->parent;
1226       gboolean should_be_mapped;
1227       gboolean may_be_realized;
1228       gboolean must_be_realized;
1229
1230       should_be_mapped = FALSE;
1231       may_be_realized = TRUE;
1232       must_be_realized = FALSE;
1233
1234       if (parent == NULL || change == MAP_STATE_MAKE_UNREALIZED)
1235         {
1236           may_be_realized = FALSE;
1237         }
1238       else
1239         {
1240           /* Maintain invariant that if parent is mapped, and we are
1241            * visible, then we are mapped ...  unless parent is a
1242            * stage, in which case we map regardless of parent's map
1243            * state but do require stage to be visible and realized.
1244            *
1245            * If parent is realized, that does not force us to be
1246            * realized; but if parent is unrealized, that does force
1247            * us to be unrealized.
1248            *
1249            * The reason we don't force children to realize with
1250            * parents is _clutter_actor_rerealize(); if we require that
1251            * a realized parent means children are realized, then to
1252            * unrealize an actor we would have to unrealize its
1253            * parents, which would end up meaning unrealizing and
1254            * hiding the entire stage. So we allow unrealizing a
1255            * child (as long as that child is not mapped) while that
1256            * child still has a realized parent.
1257            *
1258            * Also, if we unrealize from leaf nodes to root, and
1259            * realize from root to leaf, the invariants are never
1260            * violated if we allow children to be unrealized
1261            * while parents are realized.
1262            *
1263            * When unmapping, MAP_STATE_MAKE_UNMAPPED is specified
1264            * to force us to unmap, even though parent is still
1265            * mapped. This is because we're unmapping from leaf nodes
1266            * up to root nodes.
1267            */
1268           if (CLUTTER_ACTOR_IS_VISIBLE (self) &&
1269               change != MAP_STATE_MAKE_UNMAPPED)
1270             {
1271               gboolean parent_is_visible_realized_toplevel;
1272
1273               parent_is_visible_realized_toplevel =
1274                 (CLUTTER_ACTOR_IS_TOPLEVEL (parent) &&
1275                  CLUTTER_ACTOR_IS_VISIBLE (parent) &&
1276                  CLUTTER_ACTOR_IS_REALIZED (parent));
1277
1278               if (CLUTTER_ACTOR_IS_MAPPED (parent) ||
1279                   parent_is_visible_realized_toplevel)
1280                 {
1281                   must_be_realized = TRUE;
1282                   should_be_mapped = TRUE;
1283                 }
1284             }
1285
1286           /* if the actor has been set to be painted even if unmapped
1287            * then we should map it and check for realization as well;
1288            * this is an override for the branch of the scene graph
1289            * which begins with this node
1290            */
1291           if (priv->enable_paint_unmapped)
1292             {
1293               if (priv->parent == NULL)
1294                 g_warning ("Attempting to map an unparented actor '%s'",
1295                            _clutter_actor_get_debug_name (self));
1296
1297               should_be_mapped = TRUE;
1298               must_be_realized = TRUE;
1299             }
1300
1301           if (!CLUTTER_ACTOR_IS_REALIZED (parent))
1302             may_be_realized = FALSE;
1303         }
1304
1305       if (change == MAP_STATE_MAKE_MAPPED && !should_be_mapped)
1306         {
1307           if (parent == NULL)
1308             g_warning ("Attempting to map a child that does not "
1309                        "meet the necessary invariants: the actor '%s' "
1310                        "has no parent",
1311                        _clutter_actor_get_debug_name (self));
1312           else
1313             g_warning ("Attempting to map a child that does not "
1314                        "meet the necessary invariants: the actor '%s' "
1315                        "is parented to an unmapped actor '%s'",
1316                        _clutter_actor_get_debug_name (self),
1317                        _clutter_actor_get_debug_name (priv->parent));
1318         }
1319
1320       /* If in reparent, we temporarily suspend unmap and unrealize.
1321        *
1322        * We want to go in the order "realize, map" and "unmap, unrealize"
1323        */
1324
1325       /* Unmap */
1326       if (!should_be_mapped && !CLUTTER_ACTOR_IN_REPARENT (self))
1327         clutter_actor_set_mapped (self, FALSE);
1328
1329       /* Realize */
1330       if (must_be_realized)
1331         clutter_actor_realize (self);
1332
1333       /* if we must be realized then we may be, presumably */
1334       g_assert (!(must_be_realized && !may_be_realized));
1335
1336       /* Unrealize */
1337       if (!may_be_realized && !CLUTTER_ACTOR_IN_REPARENT (self))
1338         clutter_actor_unrealize_not_hiding (self);
1339
1340       /* Map */
1341       if (should_be_mapped)
1342         {
1343           if (!must_be_realized)
1344             g_warning ("Somehow we think actor '%s' should be mapped but "
1345                        "not realized, which isn't allowed",
1346                        _clutter_actor_get_debug_name (self));
1347
1348           /* realization is allowed to fail (though I don't know what
1349            * an app is supposed to do about that - shouldn't it just
1350            * be a g_error? anyway, we have to avoid mapping if this
1351            * happens)
1352            */
1353           if (CLUTTER_ACTOR_IS_REALIZED (self))
1354             clutter_actor_set_mapped (self, TRUE);
1355         }
1356     }
1357
1358 #ifdef CLUTTER_ENABLE_DEBUG
1359   /* check all invariants were kept */
1360   clutter_actor_verify_map_state (self);
1361 #endif
1362 }
1363
1364 static void
1365 clutter_actor_real_map (ClutterActor *self)
1366 {
1367   ClutterActorPrivate *priv = self->priv;
1368   ClutterActor *stage, *iter;
1369
1370   g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1371
1372   CLUTTER_NOTE (ACTOR, "Mapping actor '%s'",
1373                 _clutter_actor_get_debug_name (self));
1374
1375   CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
1376
1377   stage = _clutter_actor_get_stage_internal (self);
1378   priv->pick_id = _clutter_stage_acquire_pick_id (CLUTTER_STAGE (stage), self);
1379
1380   CLUTTER_NOTE (ACTOR, "Pick id '%d' for actor '%s'",
1381                 priv->pick_id,
1382                 _clutter_actor_get_debug_name (self));
1383
1384   /* notify on parent mapped before potentially mapping
1385    * children, so apps see a top-down notification.
1386    */
1387   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MAPPED]);
1388
1389   for (iter = self->priv->first_child;
1390        iter != NULL;
1391        iter = iter->priv->next_sibling)
1392     {
1393       clutter_actor_map (iter);
1394     }
1395 }
1396
1397 /**
1398  * clutter_actor_map:
1399  * @self: A #ClutterActor
1400  *
1401  * Sets the %CLUTTER_ACTOR_MAPPED flag on the actor and possibly maps
1402  * and realizes its children if they are visible. Does nothing if the
1403  * actor is not visible.
1404  *
1405  * Calling this function is strongly disencouraged: the default
1406  * implementation of #ClutterActorClass.map() will map all the children
1407  * of an actor when mapping its parent.
1408  *
1409  * When overriding map, it is mandatory to chain up to the parent
1410  * implementation.
1411  *
1412  * Since: 1.0
1413  */
1414 void
1415 clutter_actor_map (ClutterActor *self)
1416 {
1417   g_return_if_fail (CLUTTER_IS_ACTOR (self));
1418
1419   if (CLUTTER_ACTOR_IS_MAPPED (self))
1420     return;
1421
1422   if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1423     return;
1424
1425   clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED);
1426 }
1427
1428 static void
1429 clutter_actor_real_unmap (ClutterActor *self)
1430 {
1431   ClutterActorPrivate *priv = self->priv;
1432   ClutterActor *iter;
1433
1434   g_assert (CLUTTER_ACTOR_IS_MAPPED (self));
1435
1436   CLUTTER_NOTE (ACTOR, "Unmapping actor '%s'",
1437                 _clutter_actor_get_debug_name (self));
1438
1439   for (iter = self->priv->first_child;
1440        iter != NULL;
1441        iter = iter->priv->next_sibling)
1442     {
1443       clutter_actor_unmap (iter);
1444     }
1445
1446   CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
1447
1448   /* clear the contents of the last paint volume, so that hiding + moving +
1449    * showing will not result in the wrong area being repainted
1450    */
1451   _clutter_paint_volume_init_static (&priv->last_paint_volume, NULL);
1452   priv->last_paint_volume_valid = TRUE;
1453
1454   /* notify on parent mapped after potentially unmapping
1455    * children, so apps see a bottom-up notification.
1456    */
1457   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MAPPED]);
1458
1459   /* relinquish keyboard focus if we were unmapped while owning it */
1460   if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
1461     {
1462       ClutterStage *stage;
1463
1464       stage = CLUTTER_STAGE (_clutter_actor_get_stage_internal (self));
1465
1466       if (stage != NULL)
1467         _clutter_stage_release_pick_id (stage, priv->pick_id);
1468
1469       priv->pick_id = -1;
1470
1471       if (stage != NULL &&
1472           clutter_stage_get_key_focus (stage) == self)
1473         {
1474           clutter_stage_set_key_focus (stage, NULL);
1475         }
1476     }
1477 }
1478
1479 /**
1480  * clutter_actor_unmap:
1481  * @self: A #ClutterActor
1482  *
1483  * Unsets the %CLUTTER_ACTOR_MAPPED flag on the actor and possibly
1484  * unmaps its children if they were mapped.
1485  *
1486  * Calling this function is not encouraged: the default #ClutterActor
1487  * implementation of #ClutterActorClass.unmap() will also unmap any
1488  * eventual children by default when their parent is unmapped.
1489  *
1490  * When overriding #ClutterActorClass.unmap(), it is mandatory to
1491  * chain up to the parent implementation.
1492  *
1493  * <note>It is important to note that the implementation of the
1494  * #ClutterActorClass.unmap() virtual function may be called after
1495  * the #ClutterActorClass.destroy() or the #GObjectClass.dispose()
1496  * implementation, but it is guaranteed to be called before the
1497  * #GObjectClass.finalize() implementation.</note>
1498  *
1499  * Since: 1.0
1500  */
1501 void
1502 clutter_actor_unmap (ClutterActor *self)
1503 {
1504   g_return_if_fail (CLUTTER_IS_ACTOR (self));
1505
1506   if (!CLUTTER_ACTOR_IS_MAPPED (self))
1507     return;
1508
1509   clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED);
1510 }
1511
1512 static void
1513 clutter_actor_real_show (ClutterActor *self)
1514 {
1515   if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1516     {
1517       ClutterActorPrivate *priv = self->priv;
1518
1519       CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_VISIBLE);
1520
1521       /* we notify on the "visible" flag in the clutter_actor_show()
1522        * wrapper so the entire show signal emission completes first
1523        * (?)
1524        */
1525       clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1526
1527       /* we queue a relayout unless the actor is inside a
1528        * container that explicitly told us not to
1529        */
1530       if (priv->parent != NULL &&
1531           (!(priv->parent->flags & CLUTTER_ACTOR_NO_LAYOUT)))
1532         {
1533           /* While an actor is hidden the parent may not have
1534            * allocated/requested so we need to start from scratch
1535            * and avoid the short-circuiting in
1536            * clutter_actor_queue_relayout().
1537            */
1538           priv->needs_width_request  = FALSE;
1539           priv->needs_height_request = FALSE;
1540           priv->needs_allocation     = FALSE;
1541           clutter_actor_queue_relayout (self);
1542         }
1543     }
1544 }
1545
1546 static inline void
1547 set_show_on_set_parent (ClutterActor *self,
1548                         gboolean      set_show)
1549 {
1550   ClutterActorPrivate *priv = self->priv;
1551
1552   set_show = !!set_show;
1553
1554   if (priv->show_on_set_parent == set_show)
1555     return;
1556
1557   if (priv->parent == NULL)
1558     {
1559       priv->show_on_set_parent = set_show;
1560       g_object_notify_by_pspec (G_OBJECT (self),
1561                                 obj_props[PROP_SHOW_ON_SET_PARENT]);
1562     }
1563 }
1564
1565 /**
1566  * clutter_actor_show:
1567  * @self: A #ClutterActor
1568  *
1569  * Flags an actor to be displayed. An actor that isn't shown will not
1570  * be rendered on the stage.
1571  *
1572  * Actors are visible by default.
1573  *
1574  * If this function is called on an actor without a parent, the
1575  * #ClutterActor:show-on-set-parent will be set to %TRUE as a side
1576  * effect.
1577  */
1578 void
1579 clutter_actor_show (ClutterActor *self)
1580 {
1581   ClutterActorPrivate *priv;
1582
1583   g_return_if_fail (CLUTTER_IS_ACTOR (self));
1584
1585   /* simple optimization */
1586   if (CLUTTER_ACTOR_IS_VISIBLE (self))
1587     {
1588       /* we still need to set the :show-on-set-parent property, in
1589        * case show() is called on an unparented actor
1590        */
1591       set_show_on_set_parent (self, TRUE);
1592       return;
1593     }
1594
1595 #ifdef CLUTTER_ENABLE_DEBUG
1596   clutter_actor_verify_map_state (self);
1597 #endif
1598
1599   priv = self->priv;
1600
1601   g_object_freeze_notify (G_OBJECT (self));
1602
1603   set_show_on_set_parent (self, TRUE);
1604
1605   g_signal_emit (self, actor_signals[SHOW], 0);
1606   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_VISIBLE]);
1607
1608   if (priv->parent != NULL)
1609     clutter_actor_queue_redraw (priv->parent);
1610
1611   g_object_thaw_notify (G_OBJECT (self));
1612 }
1613
1614 /**
1615  * clutter_actor_show_all:
1616  * @self: a #ClutterActor
1617  *
1618  * Calls clutter_actor_show() on all children of an actor (if any).
1619  *
1620  * Since: 0.2
1621  *
1622  * Deprecated: 1.10: Actors are visible by default
1623  */
1624 void
1625 clutter_actor_show_all (ClutterActor *self)
1626 {
1627   ClutterActorClass *klass;
1628
1629   g_return_if_fail (CLUTTER_IS_ACTOR (self));
1630
1631   klass = CLUTTER_ACTOR_GET_CLASS (self);
1632   if (klass->show_all)
1633     klass->show_all (self);
1634 }
1635
1636 static void
1637 clutter_actor_real_hide (ClutterActor *self)
1638 {
1639   if (CLUTTER_ACTOR_IS_VISIBLE (self))
1640     {
1641       ClutterActorPrivate *priv = self->priv;
1642
1643       CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_VISIBLE);
1644
1645       /* we notify on the "visible" flag in the clutter_actor_hide()
1646        * wrapper so the entire hide signal emission completes first
1647        * (?)
1648        */
1649       clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1650
1651       /* we queue a relayout unless the actor is inside a
1652        * container that explicitly told us not to
1653        */
1654       if (priv->parent != NULL &&
1655           (!(priv->parent->flags & CLUTTER_ACTOR_NO_LAYOUT)))
1656         clutter_actor_queue_relayout (priv->parent);
1657     }
1658 }
1659
1660 /**
1661  * clutter_actor_hide:
1662  * @self: A #ClutterActor
1663  *
1664  * Flags an actor to be hidden. A hidden actor will not be
1665  * rendered on the stage.
1666  *
1667  * Actors are visible by default.
1668  *
1669  * If this function is called on an actor without a parent, the
1670  * #ClutterActor:show-on-set-parent property will be set to %FALSE
1671  * as a side-effect.
1672  */
1673 void
1674 clutter_actor_hide (ClutterActor *self)
1675 {
1676   ClutterActorPrivate *priv;
1677
1678   g_return_if_fail (CLUTTER_IS_ACTOR (self));
1679
1680   /* simple optimization */
1681   if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1682     {
1683       /* we still need to set the :show-on-set-parent property, in
1684        * case hide() is called on an unparented actor
1685        */
1686       set_show_on_set_parent (self, FALSE);
1687       return;
1688     }
1689
1690 #ifdef CLUTTER_ENABLE_DEBUG
1691   clutter_actor_verify_map_state (self);
1692 #endif
1693
1694   priv = self->priv;
1695
1696   g_object_freeze_notify (G_OBJECT (self));
1697
1698   set_show_on_set_parent (self, FALSE);
1699
1700   g_signal_emit (self, actor_signals[HIDE], 0);
1701   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_VISIBLE]);
1702
1703   if (priv->parent != NULL)
1704     clutter_actor_queue_redraw (priv->parent);
1705
1706   g_object_thaw_notify (G_OBJECT (self));
1707 }
1708
1709 /**
1710  * clutter_actor_hide_all:
1711  * @self: a #ClutterActor
1712  *
1713  * Calls clutter_actor_hide() on all child actors (if any).
1714  *
1715  * Since: 0.2
1716  *
1717  * Deprecated: 1.10: Using clutter_actor_hide() on the actor will
1718  *   prevent its children from being painted as well.
1719  */
1720 void
1721 clutter_actor_hide_all (ClutterActor *self)
1722 {
1723   ClutterActorClass *klass;
1724
1725   g_return_if_fail (CLUTTER_IS_ACTOR (self));
1726
1727   klass = CLUTTER_ACTOR_GET_CLASS (self);
1728   if (klass->hide_all)
1729     klass->hide_all (self);
1730 }
1731
1732 /**
1733  * clutter_actor_realize:
1734  * @self: A #ClutterActor
1735  *
1736  * Realization informs the actor that it is attached to a stage. It
1737  * can use this to allocate resources if it wanted to delay allocation
1738  * until it would be rendered. However it is perfectly acceptable for
1739  * an actor to create resources before being realized because Clutter
1740  * only ever has a single rendering context so that actor is free to
1741  * be moved from one stage to another.
1742  *
1743  * This function does nothing if the actor is already realized.
1744  *
1745  * Because a realized actor must have realized parent actors, calling
1746  * clutter_actor_realize() will also realize all parents of the actor.
1747  *
1748  * This function does not realize child actors, except in the special
1749  * case that realizing the stage, when the stage is visible, will
1750  * suddenly map (and thus realize) the children of the stage.
1751  **/
1752 void
1753 clutter_actor_realize (ClutterActor *self)
1754 {
1755   ClutterActorPrivate *priv;
1756
1757   g_return_if_fail (CLUTTER_IS_ACTOR (self));
1758
1759   priv = self->priv;
1760
1761 #ifdef CLUTTER_ENABLE_DEBUG
1762   clutter_actor_verify_map_state (self);
1763 #endif
1764
1765   if (CLUTTER_ACTOR_IS_REALIZED (self))
1766     return;
1767
1768   /* To be realized, our parent actors must be realized first.
1769    * This will only succeed if we're inside a toplevel.
1770    */
1771   if (priv->parent != NULL)
1772     clutter_actor_realize (priv->parent);
1773
1774   if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
1775     {
1776       /* toplevels can be realized at any time */
1777     }
1778   else
1779     {
1780       /* "Fail" the realization if parent is missing or unrealized;
1781        * this should really be a g_warning() not some kind of runtime
1782        * failure; how can an app possibly recover? Instead it's a bug
1783        * in the app and the app should get an explanatory warning so
1784        * someone can fix it. But for now it's too hard to fix this
1785        * because e.g. ClutterTexture needs reworking.
1786        */
1787       if (priv->parent == NULL ||
1788           !CLUTTER_ACTOR_IS_REALIZED (priv->parent))
1789         return;
1790     }
1791
1792   CLUTTER_NOTE (ACTOR, "Realizing actor '%s'", _clutter_actor_get_debug_name (self));
1793
1794   CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
1795   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REALIZED]);
1796
1797   g_signal_emit (self, actor_signals[REALIZE], 0);
1798
1799   /* Stage actor is allowed to unset the realized flag again in its
1800    * default signal handler, though that is a pathological situation.
1801    */
1802
1803   /* If realization "failed" we'll have to update child state. */
1804   clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1805 }
1806
1807 static void
1808 clutter_actor_real_unrealize (ClutterActor *self)
1809 {
1810   /* we must be unmapped (implying our children are also unmapped) */
1811   g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1812 }
1813
1814 /**
1815  * clutter_actor_unrealize:
1816  * @self: A #ClutterActor
1817  *
1818  * Unrealization informs the actor that it may be being destroyed or
1819  * moved to another stage. The actor may want to destroy any
1820  * underlying graphics resources at this point. However it is
1821  * perfectly acceptable for it to retain the resources until the actor
1822  * is destroyed because Clutter only ever uses a single rendering
1823  * context and all of the graphics resources are valid on any stage.
1824  *
1825  * Because mapped actors must be realized, actors may not be
1826  * unrealized if they are mapped. This function hides the actor to be
1827  * sure it isn't mapped, an application-visible side effect that you
1828  * may not be expecting.
1829  *
1830  * This function should not be called by application code.
1831  */
1832 void
1833 clutter_actor_unrealize (ClutterActor *self)
1834 {
1835   g_return_if_fail (CLUTTER_IS_ACTOR (self));
1836   g_return_if_fail (!CLUTTER_ACTOR_IS_MAPPED (self));
1837
1838 /* This function should not really be in the public API, because
1839  * there isn't a good reason to call it. ClutterActor will already
1840  * unrealize things for you when it's important to do so.
1841  *
1842  * If you were using clutter_actor_unrealize() in a dispose
1843  * implementation, then don't, just chain up to ClutterActor's
1844  * dispose.
1845  *
1846  * If you were using clutter_actor_unrealize() to implement
1847  * unrealizing children of your container, then don't, ClutterActor
1848  * will already take care of that.
1849  *
1850  * If you were using clutter_actor_unrealize() to re-realize to
1851  * create your resources in a different way, then use
1852  * _clutter_actor_rerealize() (inside Clutter) or just call your
1853  * code that recreates your resources directly (outside Clutter).
1854  */
1855
1856 #ifdef CLUTTER_ENABLE_DEBUG
1857   clutter_actor_verify_map_state (self);
1858 #endif
1859
1860   clutter_actor_hide (self);
1861
1862   clutter_actor_unrealize_not_hiding (self);
1863 }
1864
1865 static ClutterActorTraverseVisitFlags
1866 unrealize_actor_before_children_cb (ClutterActor *self,
1867                                     int depth,
1868                                     void *user_data)
1869 {
1870   /* If an actor is already unrealized we know its children have also
1871    * already been unrealized... */
1872   if (!CLUTTER_ACTOR_IS_REALIZED (self))
1873     return CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN;
1874
1875   g_signal_emit (self, actor_signals[UNREALIZE], 0);
1876
1877   return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
1878 }
1879
1880 static ClutterActorTraverseVisitFlags
1881 unrealize_actor_after_children_cb (ClutterActor *self,
1882                                    int depth,
1883                                    void *user_data)
1884 {
1885   /* We want to unset the realized flag only _after_
1886    * child actors are unrealized, to maintain invariants.
1887    */
1888   CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
1889   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REALIZED]);
1890   return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
1891 }
1892
1893 /*
1894  * clutter_actor_unrealize_not_hiding:
1895  * @self: A #ClutterActor
1896  *
1897  * Unrealization informs the actor that it may be being destroyed or
1898  * moved to another stage. The actor may want to destroy any
1899  * underlying graphics resources at this point. However it is
1900  * perfectly acceptable for it to retain the resources until the actor
1901  * is destroyed because Clutter only ever uses a single rendering
1902  * context and all of the graphics resources are valid on any stage.
1903  *
1904  * Because mapped actors must be realized, actors may not be
1905  * unrealized if they are mapped. You must hide the actor or one of
1906  * its parents before attempting to unrealize.
1907  *
1908  * This function is separate from clutter_actor_unrealize() because it
1909  * does not automatically hide the actor.
1910  * Actors need not be hidden to be unrealized, they just need to
1911  * be unmapped. In fact we don't want to mess up the application's
1912  * setting of the "visible" flag, so hiding is very undesirable.
1913  *
1914  * clutter_actor_unrealize() does a clutter_actor_hide() just for
1915  * backward compatibility.
1916  */
1917 static void
1918 clutter_actor_unrealize_not_hiding (ClutterActor *self)
1919 {
1920   _clutter_actor_traverse (self,
1921                            CLUTTER_ACTOR_TRAVERSE_DEPTH_FIRST,
1922                            unrealize_actor_before_children_cb,
1923                            unrealize_actor_after_children_cb,
1924                            NULL);
1925 }
1926
1927 /*
1928  * _clutter_actor_rerealize:
1929  * @self: A #ClutterActor
1930  * @callback: Function to call while unrealized
1931  * @data: data for callback
1932  *
1933  * If an actor is already unrealized, this just calls the callback.
1934  *
1935  * If it is realized, it unrealizes temporarily, calls the callback,
1936  * and then re-realizes the actor.
1937  *
1938  * As a side effect, leaves all children of the actor unrealized if
1939  * the actor was realized but not showing.  This is because when we
1940  * unrealize the actor temporarily we must unrealize its children
1941  * (e.g. children of a stage can't be realized if stage window is
1942  * gone). And we aren't clever enough to save the realization state of
1943  * all children. In most cases this should not matter, because
1944  * the children will automatically realize when they next become mapped.
1945  */
1946 void
1947 _clutter_actor_rerealize (ClutterActor    *self,
1948                           ClutterCallback  callback,
1949                           void            *data)
1950 {
1951   gboolean was_mapped;
1952   gboolean was_showing;
1953   gboolean was_realized;
1954
1955   g_return_if_fail (CLUTTER_IS_ACTOR (self));
1956
1957 #ifdef CLUTTER_ENABLE_DEBUG
1958   clutter_actor_verify_map_state (self);
1959 #endif
1960
1961   was_realized = CLUTTER_ACTOR_IS_REALIZED (self);
1962   was_mapped = CLUTTER_ACTOR_IS_MAPPED (self);
1963   was_showing = CLUTTER_ACTOR_IS_VISIBLE (self);
1964
1965   /* Must be unmapped to unrealize. Note we only have to hide this
1966    * actor if it was mapped (if all parents were showing).  If actor
1967    * is merely visible (but not mapped), then that's fine, we can
1968    * leave it visible.
1969    */
1970   if (was_mapped)
1971     clutter_actor_hide (self);
1972
1973   g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1974
1975   /* unrealize self and all children */
1976   clutter_actor_unrealize_not_hiding (self);
1977
1978   if (callback != NULL)
1979     {
1980       (* callback) (self, data);
1981     }
1982
1983   if (was_showing)
1984     clutter_actor_show (self); /* will realize only if mapping implies it */
1985   else if (was_realized)
1986     clutter_actor_realize (self); /* realize self and all parents */
1987 }
1988
1989 static void
1990 clutter_actor_real_pick (ClutterActor       *self,
1991                          const ClutterColor *color)
1992 {
1993   /* the default implementation is just to paint a rectangle
1994    * with the same size of the actor using the passed color
1995    */
1996   if (clutter_actor_should_pick_paint (self))
1997     {
1998       ClutterActorBox box = { 0, };
1999       float width, height;
2000
2001       clutter_actor_get_allocation_box (self, &box);
2002
2003       width = box.x2 - box.x1;
2004       height = box.y2 - box.y1;
2005
2006       cogl_set_source_color4ub (color->red,
2007                                 color->green,
2008                                 color->blue,
2009                                 color->alpha);
2010
2011       cogl_rectangle (0, 0, width, height);
2012     }
2013
2014   /* XXX - this thoroughly sucks, but we need to maintain compatibility
2015    * with existing container classes that override the pick() virtual
2016    * and chain up to the default implementation - otherwise we'll end up
2017    * painting our children twice.
2018    *
2019    * this has to go away for 2.0; hopefully along the pick() itself.
2020    */
2021   if (CLUTTER_ACTOR_GET_CLASS (self)->pick == clutter_actor_real_pick)
2022     {
2023       ClutterActor *iter;
2024
2025       for (iter = self->priv->first_child;
2026            iter != NULL;
2027            iter = iter->priv->next_sibling)
2028         clutter_actor_paint (iter);
2029     }
2030 }
2031
2032 /**
2033  * clutter_actor_should_pick_paint:
2034  * @self: A #ClutterActor
2035  *
2036  * Should be called inside the implementation of the
2037  * #ClutterActor::pick virtual function in order to check whether
2038  * the actor should paint itself in pick mode or not.
2039  *
2040  * This function should never be called directly by applications.
2041  *
2042  * Return value: %TRUE if the actor should paint its silhouette,
2043  *   %FALSE otherwise
2044  */
2045 gboolean
2046 clutter_actor_should_pick_paint (ClutterActor *self)
2047 {
2048   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
2049
2050   if (CLUTTER_ACTOR_IS_MAPPED (self) &&
2051       (_clutter_context_get_pick_mode () == CLUTTER_PICK_ALL ||
2052        CLUTTER_ACTOR_IS_REACTIVE (self)))
2053     return TRUE;
2054
2055   return FALSE;
2056 }
2057
2058 static void
2059 clutter_actor_real_get_preferred_width (ClutterActor *self,
2060                                         gfloat        for_height,
2061                                         gfloat       *min_width_p,
2062                                         gfloat       *natural_width_p)
2063 {
2064   ClutterActorPrivate *priv = self->priv;
2065
2066   if (priv->n_children != 0 &&
2067       priv->layout_manager != NULL)
2068     {
2069       ClutterContainer *container = CLUTTER_CONTAINER (self);
2070
2071       CLUTTER_NOTE (LAYOUT, "Querying the layout manager '%s'[%p] "
2072                     "for the preferred width",
2073                     G_OBJECT_TYPE_NAME (priv->layout_manager),
2074                     priv->layout_manager);
2075
2076       clutter_layout_manager_get_preferred_width (priv->layout_manager,
2077                                                   container,
2078                                                   for_height,
2079                                                   min_width_p,
2080                                                   natural_width_p);
2081
2082       return;
2083     }
2084
2085   /* Default implementation is always 0x0, usually an actor
2086    * using this default is relying on someone to set the
2087    * request manually
2088    */
2089   CLUTTER_NOTE (LAYOUT, "Default preferred width: 0, 0");
2090
2091   if (min_width_p)
2092     *min_width_p = 0;
2093
2094   if (natural_width_p)
2095     *natural_width_p = 0;
2096 }
2097
2098 static void
2099 clutter_actor_real_get_preferred_height (ClutterActor *self,
2100                                          gfloat        for_width,
2101                                          gfloat       *min_height_p,
2102                                          gfloat       *natural_height_p)
2103 {
2104   ClutterActorPrivate *priv = self->priv;
2105
2106   if (priv->n_children != 0 &&
2107       priv->layout_manager != NULL)
2108     {
2109       ClutterContainer *container = CLUTTER_CONTAINER (self);
2110
2111       CLUTTER_NOTE (LAYOUT, "Querying the layout manager '%s'[%p] "
2112                     "for the preferred height",
2113                     G_OBJECT_TYPE_NAME (priv->layout_manager),
2114                     priv->layout_manager);
2115
2116       clutter_layout_manager_get_preferred_height (priv->layout_manager,
2117                                                    container,
2118                                                    for_width,
2119                                                    min_height_p,
2120                                                    natural_height_p);
2121
2122       return;
2123     }
2124   /* Default implementation is always 0x0, usually an actor
2125    * using this default is relying on someone to set the
2126    * request manually
2127    */
2128   CLUTTER_NOTE (LAYOUT, "Default preferred height: 0, 0");
2129
2130   if (min_height_p)
2131     *min_height_p = 0;
2132
2133   if (natural_height_p)
2134     *natural_height_p = 0;
2135 }
2136
2137 static void
2138 clutter_actor_store_old_geometry (ClutterActor    *self,
2139                                   ClutterActorBox *box)
2140 {
2141   *box = self->priv->allocation;
2142 }
2143
2144 static inline void
2145 clutter_actor_notify_if_geometry_changed (ClutterActor          *self,
2146                                           const ClutterActorBox *old)
2147 {
2148   ClutterActorPrivate *priv = self->priv;
2149   GObject *obj = G_OBJECT (self);
2150
2151   g_object_freeze_notify (obj);
2152
2153   /* to avoid excessive requisition or allocation cycles we
2154    * use the cached values.
2155    *
2156    * - if we don't have an allocation we assume that we need
2157    *   to notify anyway
2158    * - if we don't have a width or a height request we notify
2159    *   width and height
2160    * - if we have a valid allocation then we check the old
2161    *   bounding box with the current allocation and we notify
2162    *   the changes
2163    */
2164   if (priv->needs_allocation)
2165     {
2166       g_object_notify_by_pspec (obj, obj_props[PROP_X]);
2167       g_object_notify_by_pspec (obj, obj_props[PROP_Y]);
2168       g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
2169       g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
2170     }
2171   else if (priv->needs_width_request || priv->needs_height_request)
2172     {
2173       g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
2174       g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
2175     }
2176   else
2177     {
2178       gfloat x, y;
2179       gfloat width, height;
2180
2181       x = priv->allocation.x1;
2182       y = priv->allocation.y1;
2183       width = priv->allocation.x2 - priv->allocation.x1;
2184       height = priv->allocation.y2 - priv->allocation.y1;
2185
2186       if (x != old->x1)
2187         g_object_notify_by_pspec (obj, obj_props[PROP_X]);
2188
2189       if (y != old->y1)
2190         g_object_notify_by_pspec (obj, obj_props[PROP_Y]);
2191
2192       if (width != (old->x2 - old->x1))
2193         g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
2194
2195       if (height != (old->y2 - old->y1))
2196         g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
2197     }
2198
2199   g_object_thaw_notify (obj);
2200 }
2201
2202 /*< private >
2203  * clutter_actor_set_allocation_internal:
2204  * @self: a #ClutterActor
2205  * @box: a #ClutterActorBox
2206  * @flags: allocation flags
2207  *
2208  * Stores the allocation of @self.
2209  *
2210  * This function only performs basic storage and property notification.
2211  *
2212  * This function should be called by clutter_actor_set_allocation()
2213  * and by the default implementation of #ClutterActorClass.allocate().
2214  *
2215  * Return value: %TRUE if the allocation of the #ClutterActor has been
2216  *   changed, and %FALSE otherwise
2217  */
2218 static inline gboolean
2219 clutter_actor_set_allocation_internal (ClutterActor           *self,
2220                                        const ClutterActorBox  *box,
2221                                        ClutterAllocationFlags  flags)
2222 {
2223   ClutterActorPrivate *priv = self->priv;
2224   GObject *obj;
2225   gboolean x1_changed, y1_changed, x2_changed, y2_changed;
2226   gboolean flags_changed;
2227   gboolean retval;
2228   ClutterActorBox old_alloc = { 0, };
2229
2230   obj = G_OBJECT (self);
2231
2232   g_object_freeze_notify (obj);
2233
2234   clutter_actor_store_old_geometry (self, &old_alloc);
2235
2236   x1_changed = priv->allocation.x1 != box->x1;
2237   y1_changed = priv->allocation.y1 != box->y1;
2238   x2_changed = priv->allocation.x2 != box->x2;
2239   y2_changed = priv->allocation.y2 != box->y2;
2240
2241   flags_changed = priv->allocation_flags != flags;
2242
2243   priv->allocation = *box;
2244   priv->allocation_flags = flags;
2245
2246   /* allocation is authoritative */
2247   priv->needs_width_request = FALSE;
2248   priv->needs_height_request = FALSE;
2249   priv->needs_allocation = FALSE;
2250
2251   if (x1_changed || y1_changed ||
2252       x2_changed || y2_changed ||
2253       flags_changed)
2254     {
2255       CLUTTER_NOTE (LAYOUT, "Allocation for '%s' changed",
2256                     _clutter_actor_get_debug_name (self));
2257
2258       priv->transform_valid = FALSE;
2259
2260       g_object_notify_by_pspec (obj, obj_props[PROP_ALLOCATION]);
2261
2262       /* if the allocation changes, so does the content box */
2263       if (priv->content != NULL)
2264         {
2265           priv->content_box_valid = FALSE;
2266           g_object_notify_by_pspec (obj, obj_props[PROP_CONTENT_BOX]);
2267         }
2268
2269       retval = TRUE;
2270     }
2271   else
2272     retval = FALSE;
2273
2274   clutter_actor_notify_if_geometry_changed (self, &old_alloc);
2275
2276   g_object_thaw_notify (obj);
2277
2278   return retval;
2279 }
2280
2281 static void clutter_actor_real_allocate (ClutterActor           *self,
2282                                          const ClutterActorBox  *box,
2283                                          ClutterAllocationFlags  flags);
2284
2285 static inline void
2286 clutter_actor_maybe_layout_children (ClutterActor           *self,
2287                                      const ClutterActorBox  *allocation,
2288                                      ClutterAllocationFlags  flags)
2289 {
2290   ClutterActorPrivate *priv = self->priv;
2291
2292   /* this is going to be a bit hard to follow, so let's put an explanation
2293    * here.
2294    *
2295    * we want ClutterActor to have a default layout manager if the actor was
2296    * created using "g_object_new (CLUTTER_TYPE_ACTOR, NULL)".
2297    *
2298    * we also want any subclass of ClutterActor that does not override the
2299    * ::allocate() virtual function to delegate to a layout manager.
2300    *
2301    * finally, we want to allow people subclassing ClutterActor and overriding
2302    * the ::allocate() vfunc to let Clutter delegate to the layout manager.
2303    *
2304    * on the other hand, we want existing actor subclasses overriding the
2305    * ::allocate() virtual function and chaining up to the parent's
2306    * implementation to continue working without allocating their children
2307    * twice, or without entering an allocation loop.
2308    *
2309    * for the first two points, we check if the class of the actor is
2310    * overridding the ::allocate() virtual function; if it isn't, then we
2311    * follow through with checking whether we have children and a layout
2312    * manager, and eventually calling clutter_layout_manager_allocate().
2313    *
2314    * for the third point, we check the CLUTTER_DELEGATE_LAYOUT flag in the
2315    * allocation flags that we got passed, and if it is present, we continue
2316    * with the check above.
2317    *
2318    * if neither of these two checks yields a positive result, we just
2319    * assume that the ::allocate() virtual function that resulted in this
2320    * function being called will also allocate the children of the actor.
2321    */
2322
2323   if (CLUTTER_ACTOR_GET_CLASS (self)->allocate == clutter_actor_real_allocate)
2324     goto check_layout;
2325
2326   if ((flags & CLUTTER_DELEGATE_LAYOUT) != 0)
2327     goto check_layout;
2328
2329   return;
2330
2331 check_layout:
2332   if (priv->n_children != 0 &&
2333       priv->layout_manager != NULL)
2334     {
2335       ClutterContainer *container = CLUTTER_CONTAINER (self);
2336       ClutterAllocationFlags children_flags;
2337       ClutterActorBox children_box;
2338
2339       /* normalize the box passed to the layout manager */
2340       children_box.x1 = children_box.y1 = 0.f;
2341       children_box.x2 = (allocation->x2 - allocation->x1);
2342       children_box.y2 = (allocation->y2 - allocation->y1);
2343
2344       /* remove the DELEGATE_LAYOUT flag; this won't be passed to
2345        * the actor's children, since it refers only to the current
2346        * actor's allocation.
2347        */
2348       children_flags = flags;
2349       children_flags &= ~CLUTTER_DELEGATE_LAYOUT;
2350
2351       CLUTTER_NOTE (LAYOUT,
2352                     "Allocating %d children of %s "
2353                     "at { %.2f, %.2f - %.2f x %.2f } "
2354                     "using %s",
2355                     priv->n_children,
2356                     _clutter_actor_get_debug_name (self),
2357                     allocation->x1,
2358                     allocation->y1,
2359                     (allocation->x2 - allocation->x1),
2360                     (allocation->y2 - allocation->y1),
2361                     G_OBJECT_TYPE_NAME (priv->layout_manager));
2362
2363       clutter_layout_manager_allocate (priv->layout_manager,
2364                                        container,
2365                                        &children_box,
2366                                        children_flags);
2367     }
2368 }
2369
2370 static void
2371 clutter_actor_real_allocate (ClutterActor           *self,
2372                              const ClutterActorBox  *box,
2373                              ClutterAllocationFlags  flags)
2374 {
2375   ClutterActorPrivate *priv = self->priv;
2376   gboolean changed;
2377
2378   g_object_freeze_notify (G_OBJECT (self));
2379
2380   changed = clutter_actor_set_allocation_internal (self, box, flags);
2381
2382   /* we allocate our children before we notify changes in our geometry,
2383    * so that people connecting to properties will be able to get valid
2384    * data out of the sub-tree of the scene graph that has this actor at
2385    * the root.
2386    */
2387   clutter_actor_maybe_layout_children (self, box, flags);
2388
2389   if (changed)
2390     {
2391       ClutterActorBox signal_box = priv->allocation;
2392       ClutterAllocationFlags signal_flags = priv->allocation_flags;
2393
2394       g_signal_emit (self, actor_signals[ALLOCATION_CHANGED], 0,
2395                      &signal_box,
2396                      signal_flags);
2397     }
2398
2399   g_object_thaw_notify (G_OBJECT (self));
2400 }
2401
2402 static void
2403 _clutter_actor_signal_queue_redraw (ClutterActor *self,
2404                                     ClutterActor *origin)
2405 {
2406   /* no point in queuing a redraw on a destroyed actor */
2407   if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2408     return;
2409
2410   /* NB: We can't bail out early here if the actor is hidden in case
2411    * the actor bas been cloned. In this case the clone will need to
2412    * receive the signal so it can queue its own redraw.
2413    */
2414
2415   /* calls klass->queue_redraw in default handler */
2416   g_signal_emit (self, actor_signals[QUEUE_REDRAW], 0, origin);
2417 }
2418
2419 static void
2420 clutter_actor_real_queue_redraw (ClutterActor *self,
2421                                  ClutterActor *origin)
2422 {
2423   ClutterActor *parent;
2424
2425   CLUTTER_NOTE (PAINT, "Redraw queued on '%s' (from: '%s')",
2426                 _clutter_actor_get_debug_name (self),
2427                 origin != NULL ? _clutter_actor_get_debug_name (origin)
2428                                : "same actor");
2429
2430   /* no point in queuing a redraw on a destroyed actor */
2431   if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2432     return;
2433
2434   /* If the queue redraw is coming from a child then the actor has
2435      become dirty and any queued effect is no longer valid */
2436   if (self != origin)
2437     {
2438       self->priv->is_dirty = TRUE;
2439       self->priv->effect_to_redraw = NULL;
2440     }
2441
2442   /* If the actor isn't visible, we still had to emit the signal
2443    * to allow for a ClutterClone, but the appearance of the parent
2444    * won't change so we don't have to propagate up the hierarchy.
2445    */
2446   if (!CLUTTER_ACTOR_IS_VISIBLE (self))
2447     return;
2448
2449   /* Although we could determine here that a full stage redraw
2450    * has already been queued and immediately bail out, we actually
2451    * guarantee that we will propagate a queue-redraw signal to our
2452    * parent at least once so that it's possible to implement a
2453    * container that tracks which of its children have queued a
2454    * redraw.
2455    */
2456   if (self->priv->propagated_one_redraw)
2457     {
2458       ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2459       if (stage != NULL &&
2460           _clutter_stage_has_full_redraw_queued (CLUTTER_STAGE (stage)))
2461         return;
2462     }
2463
2464   self->priv->propagated_one_redraw = TRUE;
2465
2466   /* notify parents, if they are all visible eventually we'll
2467    * queue redraw on the stage, which queues the redraw idle.
2468    */
2469   parent = clutter_actor_get_parent (self);
2470   if (parent != NULL)
2471     {
2472       /* this will go up recursively */
2473       _clutter_actor_signal_queue_redraw (parent, origin);
2474     }
2475 }
2476
2477 static void
2478 clutter_actor_real_queue_relayout (ClutterActor *self)
2479 {
2480   ClutterActorPrivate *priv = self->priv;
2481
2482   /* no point in queueing a redraw on a destroyed actor */
2483   if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2484     return;
2485
2486   priv->needs_width_request  = TRUE;
2487   priv->needs_height_request = TRUE;
2488   priv->needs_allocation     = TRUE;
2489
2490   /* reset the cached size requests */
2491   memset (priv->width_requests, 0,
2492           N_CACHED_SIZE_REQUESTS * sizeof (SizeRequest));
2493   memset (priv->height_requests, 0,
2494           N_CACHED_SIZE_REQUESTS * sizeof (SizeRequest));
2495
2496   /* We need to go all the way up the hierarchy */
2497   if (priv->parent != NULL)
2498     _clutter_actor_queue_only_relayout (priv->parent);
2499 }
2500
2501 /**
2502  * clutter_actor_apply_relative_transform_to_point:
2503  * @self: A #ClutterActor
2504  * @ancestor: (allow-none): A #ClutterActor ancestor, or %NULL to use the
2505  *   default #ClutterStage
2506  * @point: A point as #ClutterVertex
2507  * @vertex: (out caller-allocates): The translated #ClutterVertex
2508  *
2509  * Transforms @point in coordinates relative to the actor into
2510  * ancestor-relative coordinates using the relevant transform
2511  * stack (i.e. scale, rotation, etc).
2512  *
2513  * If @ancestor is %NULL the ancestor will be the #ClutterStage. In
2514  * this case, the coordinates returned will be the coordinates on
2515  * the stage before the projection is applied. This is different from
2516  * the behaviour of clutter_actor_apply_transform_to_point().
2517  *
2518  * Since: 0.6
2519  */
2520 void
2521 clutter_actor_apply_relative_transform_to_point (ClutterActor        *self,
2522                                                  ClutterActor        *ancestor,
2523                                                  const ClutterVertex *point,
2524                                                  ClutterVertex       *vertex)
2525 {
2526   gfloat w;
2527   CoglMatrix matrix;
2528
2529   g_return_if_fail (CLUTTER_IS_ACTOR (self));
2530   g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
2531   g_return_if_fail (point != NULL);
2532   g_return_if_fail (vertex != NULL);
2533
2534   *vertex = *point;
2535   w = 1.0;
2536
2537   if (ancestor == NULL)
2538     ancestor = _clutter_actor_get_stage_internal (self);
2539
2540   if (ancestor == NULL)
2541     {
2542       *vertex = *point;
2543       return;
2544     }
2545
2546   _clutter_actor_get_relative_transformation_matrix (self, ancestor, &matrix);
2547   cogl_matrix_transform_point (&matrix, &vertex->x, &vertex->y, &vertex->z, &w);
2548 }
2549
2550 static gboolean
2551 _clutter_actor_fully_transform_vertices (ClutterActor *self,
2552                                          const ClutterVertex *vertices_in,
2553                                          ClutterVertex *vertices_out,
2554                                          int n_vertices)
2555 {
2556   ClutterActor *stage;
2557   CoglMatrix modelview;
2558   CoglMatrix projection;
2559   float viewport[4];
2560
2561   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
2562
2563   stage = _clutter_actor_get_stage_internal (self);
2564
2565   /* We really can't do anything meaningful in this case so don't try
2566    * to do any transform */
2567   if (stage == NULL)
2568     return FALSE;
2569
2570   /* Note: we pass NULL as the ancestor because we don't just want the modelview
2571    * that gets us to stage coordinates, we want to go all the way to eye
2572    * coordinates */
2573   _clutter_actor_apply_relative_transformation_matrix (self, NULL, &modelview);
2574
2575   /* Fetch the projection and viewport */
2576   _clutter_stage_get_projection_matrix (CLUTTER_STAGE (stage), &projection);
2577   _clutter_stage_get_viewport (CLUTTER_STAGE (stage),
2578                                &viewport[0],
2579                                &viewport[1],
2580                                &viewport[2],
2581                                &viewport[3]);
2582
2583   _clutter_util_fully_transform_vertices (&modelview,
2584                                           &projection,
2585                                           viewport,
2586                                           vertices_in,
2587                                           vertices_out,
2588                                           n_vertices);
2589
2590   return TRUE;
2591 }
2592
2593 /**
2594  * clutter_actor_apply_transform_to_point:
2595  * @self: A #ClutterActor
2596  * @point: A point as #ClutterVertex
2597  * @vertex: (out caller-allocates): The translated #ClutterVertex
2598  *
2599  * Transforms @point in coordinates relative to the actor
2600  * into screen-relative coordinates with the current actor
2601  * transformation (i.e. scale, rotation, etc)
2602  *
2603  * Since: 0.4
2604  **/
2605 void
2606 clutter_actor_apply_transform_to_point (ClutterActor        *self,
2607                                         const ClutterVertex *point,
2608                                         ClutterVertex       *vertex)
2609 {
2610   g_return_if_fail (point != NULL);
2611   g_return_if_fail (vertex != NULL);
2612   _clutter_actor_fully_transform_vertices (self, point, vertex, 1);
2613 }
2614
2615 /*
2616  * _clutter_actor_get_relative_transformation_matrix:
2617  * @self: The actor whose coordinate space you want to transform from.
2618  * @ancestor: The ancestor actor whose coordinate space you want to transform too
2619  *            or %NULL if you want to transform all the way to eye coordinates.
2620  * @matrix: A #CoglMatrix to store the transformation
2621  *
2622  * This gets a transformation @matrix that will transform coordinates from the
2623  * coordinate space of @self into the coordinate space of @ancestor.
2624  *
2625  * For example if you need a matrix that can transform the local actor
2626  * coordinates of @self into stage coordinates you would pass the actor's stage
2627  * pointer as the @ancestor.
2628  *
2629  * If you pass %NULL then the transformation will take you all the way through
2630  * to eye coordinates. This can be useful if you want to extract the entire
2631  * modelview transform that Clutter applies before applying the projection
2632  * transformation. If you want to explicitly set a modelview on a CoglFramebuffer
2633  * using cogl_set_modelview_matrix() for example then you would want a matrix
2634  * that transforms into eye coordinates.
2635  *
2636  * <note><para>This function explicitly initializes the given @matrix. If you just
2637  * want clutter to multiply a relative transformation with an existing matrix
2638  * you can use clutter_actor_apply_relative_transformation_matrix()
2639  * instead.</para></note>
2640  *
2641  */
2642 /* XXX: We should consider caching the stage relative modelview along with
2643  * the actor itself */
2644 static void
2645 _clutter_actor_get_relative_transformation_matrix (ClutterActor *self,
2646                                                    ClutterActor *ancestor,
2647                                                    CoglMatrix *matrix)
2648 {
2649   cogl_matrix_init_identity (matrix);
2650
2651   _clutter_actor_apply_relative_transformation_matrix (self, ancestor, matrix);
2652 }
2653
2654 /* Project the given @box into stage window coordinates, writing the
2655  * transformed vertices to @verts[]. */
2656 static gboolean
2657 _clutter_actor_transform_and_project_box (ClutterActor          *self,
2658                                           const ClutterActorBox *box,
2659                                           ClutterVertex          verts[])
2660 {
2661   ClutterVertex box_vertices[4];
2662
2663   box_vertices[0].x = box->x1;
2664   box_vertices[0].y = box->y1;
2665   box_vertices[0].z = 0;
2666   box_vertices[1].x = box->x2;
2667   box_vertices[1].y = box->y1;
2668   box_vertices[1].z = 0;
2669   box_vertices[2].x = box->x1;
2670   box_vertices[2].y = box->y2;
2671   box_vertices[2].z = 0;
2672   box_vertices[3].x = box->x2;
2673   box_vertices[3].y = box->y2;
2674   box_vertices[3].z = 0;
2675
2676   return
2677     _clutter_actor_fully_transform_vertices (self, box_vertices, verts, 4);
2678 }
2679
2680 /**
2681  * clutter_actor_get_allocation_vertices:
2682  * @self: A #ClutterActor
2683  * @ancestor: (allow-none): A #ClutterActor to calculate the vertices
2684  *   against, or %NULL to use the #ClutterStage
2685  * @verts: (out) (array fixed-size=4) (element-type Clutter.Vertex): return
2686  *   location for an array of 4 #ClutterVertex in which to store the result
2687  *
2688  * Calculates the transformed coordinates of the four corners of the
2689  * actor in the plane of @ancestor. The returned vertices relate to
2690  * the #ClutterActorBox coordinates as follows:
2691  * <itemizedlist>
2692  *   <listitem><para>@verts[0] contains (x1, y1)</para></listitem>
2693  *   <listitem><para>@verts[1] contains (x2, y1)</para></listitem>
2694  *   <listitem><para>@verts[2] contains (x1, y2)</para></listitem>
2695  *   <listitem><para>@verts[3] contains (x2, y2)</para></listitem>
2696  * </itemizedlist>
2697  *
2698  * If @ancestor is %NULL the ancestor will be the #ClutterStage. In
2699  * this case, the coordinates returned will be the coordinates on
2700  * the stage before the projection is applied. This is different from
2701  * the behaviour of clutter_actor_get_abs_allocation_vertices().
2702  *
2703  * Since: 0.6
2704  */
2705 void
2706 clutter_actor_get_allocation_vertices (ClutterActor  *self,
2707                                        ClutterActor  *ancestor,
2708                                        ClutterVertex  verts[])
2709 {
2710   ClutterActorPrivate *priv;
2711   ClutterActorBox box;
2712   ClutterVertex vertices[4];
2713   CoglMatrix modelview;
2714
2715   g_return_if_fail (CLUTTER_IS_ACTOR (self));
2716   g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
2717
2718   if (ancestor == NULL)
2719     ancestor = _clutter_actor_get_stage_internal (self);
2720
2721   /* Fallback to a NOP transform if the actor isn't parented under a
2722    * stage. */
2723   if (ancestor == NULL)
2724     ancestor = self;
2725
2726   priv = self->priv;
2727
2728   /* if the actor needs to be allocated we force a relayout, so that
2729    * we will have valid values to use in the transformations */
2730   if (priv->needs_allocation)
2731     {
2732       ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2733       if (stage)
2734         _clutter_stage_maybe_relayout (stage);
2735       else
2736         {
2737           box.x1 = box.y1 = 0;
2738           /* The result isn't really meaningful in this case but at
2739            * least try to do something *vaguely* reasonable... */
2740           clutter_actor_get_size (self, &box.x2, &box.y2);
2741         }
2742     }
2743
2744   clutter_actor_get_allocation_box (self, &box);
2745
2746   vertices[0].x = box.x1;
2747   vertices[0].y = box.y1;
2748   vertices[0].z = 0;
2749   vertices[1].x = box.x2;
2750   vertices[1].y = box.y1;
2751   vertices[1].z = 0;
2752   vertices[2].x = box.x1;
2753   vertices[2].y = box.y2;
2754   vertices[2].z = 0;
2755   vertices[3].x = box.x2;
2756   vertices[3].y = box.y2;
2757   vertices[3].z = 0;
2758
2759   _clutter_actor_get_relative_transformation_matrix (self, ancestor,
2760                                                      &modelview);
2761
2762   cogl_matrix_transform_points (&modelview,
2763                                 3,
2764                                 sizeof (ClutterVertex),
2765                                 vertices,
2766                                 sizeof (ClutterVertex),
2767                                 vertices,
2768                                 4);
2769 }
2770
2771 /**
2772  * clutter_actor_get_abs_allocation_vertices:
2773  * @self: A #ClutterActor
2774  * @verts: (out) (array fixed-size=4): Pointer to a location of an array
2775  *   of 4 #ClutterVertex where to store the result.
2776  *
2777  * Calculates the transformed screen coordinates of the four corners of
2778  * the actor; the returned vertices relate to the #ClutterActorBox
2779  * coordinates  as follows:
2780  * <itemizedlist>
2781  *   <listitem><para>v[0] contains (x1, y1)</para></listitem>
2782  *   <listitem><para>v[1] contains (x2, y1)</para></listitem>
2783  *   <listitem><para>v[2] contains (x1, y2)</para></listitem>
2784  *   <listitem><para>v[3] contains (x2, y2)</para></listitem>
2785  * </itemizedlist>
2786  *
2787  * Since: 0.4
2788  */
2789 void
2790 clutter_actor_get_abs_allocation_vertices (ClutterActor  *self,
2791                                            ClutterVertex  verts[])
2792 {
2793   ClutterActorPrivate *priv;
2794   ClutterActorBox actor_space_allocation;
2795
2796   g_return_if_fail (CLUTTER_IS_ACTOR (self));
2797
2798   priv = self->priv;
2799
2800   /* if the actor needs to be allocated we force a relayout, so that
2801    * the actor allocation box will be valid for
2802    * _clutter_actor_transform_and_project_box()
2803    */
2804   if (priv->needs_allocation)
2805     {
2806       ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2807       /* There's nothing meaningful we can do now */
2808       if (!stage)
2809         return;
2810
2811       _clutter_stage_maybe_relayout (stage);
2812     }
2813
2814   /* NB: _clutter_actor_transform_and_project_box expects a box in the actor's
2815    * own coordinate space... */
2816   actor_space_allocation.x1 = 0;
2817   actor_space_allocation.y1 = 0;
2818   actor_space_allocation.x2 = priv->allocation.x2 - priv->allocation.x1;
2819   actor_space_allocation.y2 = priv->allocation.y2 - priv->allocation.y1;
2820   _clutter_actor_transform_and_project_box (self,
2821                                             &actor_space_allocation,
2822                                             verts);
2823 }
2824
2825 static void
2826 clutter_actor_real_apply_transform (ClutterActor *self,
2827                                     CoglMatrix   *matrix)
2828 {
2829   ClutterActorPrivate *priv = self->priv;
2830
2831   if (!priv->transform_valid)
2832     {
2833       CoglMatrix *transform = &priv->transform;
2834       const ClutterTransformInfo *info;
2835
2836       info = _clutter_actor_get_transform_info_or_defaults (self);
2837
2838       cogl_matrix_init_identity (transform);
2839
2840       cogl_matrix_translate (transform,
2841                              priv->allocation.x1,
2842                              priv->allocation.y1,
2843                              0.0);
2844
2845       if (info->depth)
2846         cogl_matrix_translate (transform, 0, 0, info->depth);
2847
2848       /*
2849        * because the rotation involves translations, we must scale
2850        * before applying the rotations (if we apply the scale after
2851        * the rotations, the translations included in the rotation are
2852        * not scaled and so the entire object will move on the screen
2853        * as a result of rotating it).
2854        */
2855       if (info->scale_x != 1.0 || info->scale_y != 1.0)
2856         {
2857           TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2858                                         &info->scale_center,
2859                                         cogl_matrix_scale (transform,
2860                                                            info->scale_x,
2861                                                            info->scale_y,
2862                                                            1.0));
2863         }
2864
2865       if (info->rz_angle)
2866         TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2867                                       &info->rz_center,
2868                                       cogl_matrix_rotate (transform,
2869                                                           info->rz_angle,
2870                                                           0, 0, 1.0));
2871
2872       if (info->ry_angle)
2873         TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2874                                       &info->ry_center,
2875                                       cogl_matrix_rotate (transform,
2876                                                           info->ry_angle,
2877                                                           0, 1.0, 0));
2878
2879       if (info->rx_angle)
2880         TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2881                                       &info->rx_center,
2882                                       cogl_matrix_rotate (transform,
2883                                                           info->rx_angle,
2884                                                           1.0, 0, 0));
2885
2886       if (!clutter_anchor_coord_is_zero (&info->anchor))
2887         {
2888           gfloat x, y, z;
2889
2890           clutter_anchor_coord_get_units (self, &info->anchor, &x, &y, &z);
2891           cogl_matrix_translate (transform, -x, -y, -z);
2892         }
2893
2894       priv->transform_valid = TRUE;
2895     }
2896
2897   cogl_matrix_multiply (matrix, matrix, &priv->transform);
2898 }
2899
2900 /* Applies the transforms associated with this actor to the given
2901  * matrix. */
2902 void
2903 _clutter_actor_apply_modelview_transform (ClutterActor *self,
2904                                           CoglMatrix *matrix)
2905 {
2906   CLUTTER_ACTOR_GET_CLASS (self)->apply_transform (self, matrix);
2907 }
2908
2909 /*
2910  * clutter_actor_apply_relative_transformation_matrix:
2911  * @self: The actor whose coordinate space you want to transform from.
2912  * @ancestor: The ancestor actor whose coordinate space you want to transform too
2913  *            or %NULL if you want to transform all the way to eye coordinates.
2914  * @matrix: A #CoglMatrix to apply the transformation too.
2915  *
2916  * This multiplies a transform with @matrix that will transform coordinates
2917  * from the coordinate space of @self into the coordinate space of @ancestor.
2918  *
2919  * For example if you need a matrix that can transform the local actor
2920  * coordinates of @self into stage coordinates you would pass the actor's stage
2921  * pointer as the @ancestor.
2922  *
2923  * If you pass %NULL then the transformation will take you all the way through
2924  * to eye coordinates. This can be useful if you want to extract the entire
2925  * modelview transform that Clutter applies before applying the projection
2926  * transformation. If you want to explicitly set a modelview on a CoglFramebuffer
2927  * using cogl_set_modelview_matrix() for example then you would want a matrix
2928  * that transforms into eye coordinates.
2929  *
2930  * <note>This function doesn't initialize the given @matrix, it simply
2931  * multiplies the requested transformation matrix with the existing contents of
2932  * @matrix. You can use cogl_matrix_init_identity() to initialize the @matrix
2933  * before calling this function, or you can use
2934  * clutter_actor_get_relative_transformation_matrix() instead.</note>
2935  */
2936 void
2937 _clutter_actor_apply_relative_transformation_matrix (ClutterActor *self,
2938                                                      ClutterActor *ancestor,
2939                                                      CoglMatrix *matrix)
2940 {
2941   ClutterActor *parent;
2942
2943   /* Note we terminate before ever calling stage->apply_transform()
2944    * since that would conceptually be relative to the underlying
2945    * window OpenGL coordinates so we'd need a special @ancestor
2946    * value to represent the fake parent of the stage. */
2947   if (self == ancestor)
2948     return;
2949
2950   parent = clutter_actor_get_parent (self);
2951
2952   if (parent != NULL)
2953     _clutter_actor_apply_relative_transformation_matrix (parent, ancestor,
2954                                                          matrix);
2955
2956   _clutter_actor_apply_modelview_transform (self, matrix);
2957 }
2958
2959 static void
2960 _clutter_actor_draw_paint_volume_full (ClutterActor *self,
2961                                        ClutterPaintVolume *pv,
2962                                        const char *label,
2963                                        const CoglColor *color)
2964 {
2965   static CoglPipeline *outline = NULL;
2966   CoglPrimitive *prim;
2967   ClutterVertex line_ends[12 * 2];
2968   int n_vertices;
2969   CoglContext *ctx =
2970     clutter_backend_get_cogl_context (clutter_get_default_backend ());
2971   /* XXX: at some point we'll query this from the stage but we can't
2972    * do that until the osx backend uses Cogl natively. */
2973   CoglFramebuffer *fb = cogl_get_draw_framebuffer ();
2974
2975   if (outline == NULL)
2976     outline = cogl_pipeline_new (ctx);
2977
2978   _clutter_paint_volume_complete (pv);
2979
2980   n_vertices = pv->is_2d ? 4 * 2 : 12 * 2;
2981
2982   /* Front face */
2983   line_ends[0] = pv->vertices[0]; line_ends[1] = pv->vertices[1];
2984   line_ends[2] = pv->vertices[1]; line_ends[3] = pv->vertices[2];
2985   line_ends[4] = pv->vertices[2]; line_ends[5] = pv->vertices[3];
2986   line_ends[6] = pv->vertices[3]; line_ends[7] = pv->vertices[0];
2987
2988   if (!pv->is_2d)
2989     {
2990       /* Back face */
2991       line_ends[8] = pv->vertices[4]; line_ends[9] = pv->vertices[5];
2992       line_ends[10] = pv->vertices[5]; line_ends[11] = pv->vertices[6];
2993       line_ends[12] = pv->vertices[6]; line_ends[13] = pv->vertices[7];
2994       line_ends[14] = pv->vertices[7]; line_ends[15] = pv->vertices[4];
2995
2996       /* Lines connecting front face to back face */
2997       line_ends[16] = pv->vertices[0]; line_ends[17] = pv->vertices[4];
2998       line_ends[18] = pv->vertices[1]; line_ends[19] = pv->vertices[5];
2999       line_ends[20] = pv->vertices[2]; line_ends[21] = pv->vertices[6];
3000       line_ends[22] = pv->vertices[3]; line_ends[23] = pv->vertices[7];
3001     }
3002
3003   prim = cogl_primitive_new_p3 (ctx, COGL_VERTICES_MODE_LINES,
3004                                 n_vertices,
3005                                 (CoglVertexP3 *)line_ends);
3006
3007   cogl_pipeline_set_color (outline, color);
3008   cogl_framebuffer_draw_primitive (fb, outline, prim);
3009   cogl_object_unref (prim);
3010
3011   if (label)
3012     {
3013       PangoLayout *layout;
3014       layout = pango_layout_new (clutter_actor_get_pango_context (self));
3015       pango_layout_set_text (layout, label, -1);
3016       cogl_pango_render_layout (layout,
3017                                 pv->vertices[0].x,
3018                                 pv->vertices[0].y,
3019                                 color,
3020                                 0);
3021       g_object_unref (layout);
3022     }
3023 }
3024
3025 static void
3026 _clutter_actor_draw_paint_volume (ClutterActor *self)
3027 {
3028   ClutterPaintVolume *pv;
3029   CoglColor color;
3030
3031   pv = _clutter_actor_get_paint_volume_mutable (self);
3032   if (!pv)
3033     {
3034       gfloat width, height;
3035       ClutterPaintVolume fake_pv;
3036
3037       ClutterActor *stage = _clutter_actor_get_stage_internal (self);
3038       _clutter_paint_volume_init_static (&fake_pv, stage);
3039
3040       clutter_actor_get_size (self, &width, &height);
3041       clutter_paint_volume_set_width (&fake_pv, width);
3042       clutter_paint_volume_set_height (&fake_pv, height);
3043
3044       cogl_color_init_from_4f (&color, 0, 0, 1, 1);
3045       _clutter_actor_draw_paint_volume_full (self, &fake_pv,
3046                                              _clutter_actor_get_debug_name (self),
3047                                              &color);
3048
3049       clutter_paint_volume_free (&fake_pv);
3050     }
3051   else
3052     {
3053       cogl_color_init_from_4f (&color, 0, 1, 0, 1);
3054       _clutter_actor_draw_paint_volume_full (self, pv,
3055                                              _clutter_actor_get_debug_name (self),
3056                                              &color);
3057     }
3058 }
3059
3060 static void
3061 _clutter_actor_paint_cull_result (ClutterActor *self,
3062                                   gboolean success,
3063                                   ClutterCullResult result)
3064 {
3065   ClutterPaintVolume *pv;
3066   CoglColor color;
3067
3068   if (success)
3069     {
3070       if (result == CLUTTER_CULL_RESULT_IN)
3071         cogl_color_init_from_4f (&color, 0, 1, 0, 1);
3072       else if (result == CLUTTER_CULL_RESULT_OUT)
3073         cogl_color_init_from_4f (&color, 0, 0, 1, 1);
3074       else
3075         cogl_color_init_from_4f (&color, 0, 1, 1, 1);
3076     }
3077   else
3078     cogl_color_init_from_4f (&color, 1, 1, 1, 1);
3079
3080   if (success && (pv = _clutter_actor_get_paint_volume_mutable (self)))
3081     _clutter_actor_draw_paint_volume_full (self, pv,
3082                                            _clutter_actor_get_debug_name (self),
3083                                            &color);
3084   else
3085     {
3086       PangoLayout *layout;
3087       char *label =
3088         g_strdup_printf ("CULL FAILURE: %s", _clutter_actor_get_debug_name (self));
3089       cogl_color_init_from_4f (&color, 1, 1, 1, 1);
3090       cogl_set_source_color (&color);
3091
3092       layout = pango_layout_new (clutter_actor_get_pango_context (self));
3093       pango_layout_set_text (layout, label, -1);
3094       cogl_pango_render_layout (layout,
3095                                 0,
3096                                 0,
3097                                 &color,
3098                                 0);
3099       g_free (label);
3100       g_object_unref (layout);
3101     }
3102 }
3103
3104 static int clone_paint_level = 0;
3105
3106 void
3107 _clutter_actor_push_clone_paint (void)
3108 {
3109   clone_paint_level++;
3110 }
3111
3112 void
3113 _clutter_actor_pop_clone_paint (void)
3114 {
3115   clone_paint_level--;
3116 }
3117
3118 static gboolean
3119 in_clone_paint (void)
3120 {
3121   return clone_paint_level > 0;
3122 }
3123
3124 /* Returns TRUE if the actor can be ignored */
3125 /* FIXME: we should return a ClutterCullResult, and
3126  * clutter_actor_paint should understand that a CLUTTER_CULL_RESULT_IN
3127  * means there's no point in trying to cull descendants of the current
3128  * node. */
3129 static gboolean
3130 cull_actor (ClutterActor *self, ClutterCullResult *result_out)
3131 {
3132   ClutterActorPrivate *priv = self->priv;
3133   ClutterActor *stage;
3134   const ClutterPlane *stage_clip;
3135
3136   if (!priv->last_paint_volume_valid)
3137     {
3138       CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
3139                     "->last_paint_volume_valid == FALSE",
3140                     _clutter_actor_get_debug_name (self));
3141       return FALSE;
3142     }
3143
3144   if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_DISABLE_CULLING))
3145     return FALSE;
3146
3147   stage = _clutter_actor_get_stage_internal (self);
3148   stage_clip = _clutter_stage_get_clip (CLUTTER_STAGE (stage));
3149   if (G_UNLIKELY (!stage_clip))
3150     {
3151       CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
3152                     "No stage clip set",
3153                     _clutter_actor_get_debug_name (self));
3154       return FALSE;
3155     }
3156
3157   if (cogl_get_draw_framebuffer () !=
3158       _clutter_stage_get_active_framebuffer (CLUTTER_STAGE (stage)))
3159     {
3160       CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
3161                     "Current framebuffer doesn't correspond to stage",
3162                     _clutter_actor_get_debug_name (self));
3163       return FALSE;
3164     }
3165
3166   *result_out =
3167     _clutter_paint_volume_cull (&priv->last_paint_volume, stage_clip);
3168   return TRUE;
3169 }
3170
3171 static void
3172 _clutter_actor_update_last_paint_volume (ClutterActor *self)
3173 {
3174   ClutterActorPrivate *priv = self->priv;
3175   const ClutterPaintVolume *pv;
3176
3177   if (priv->last_paint_volume_valid)
3178     {
3179       clutter_paint_volume_free (&priv->last_paint_volume);
3180       priv->last_paint_volume_valid = FALSE;
3181     }
3182
3183   pv = clutter_actor_get_paint_volume (self);
3184   if (!pv)
3185     {
3186       CLUTTER_NOTE (CLIPPING, "Bail from update_last_paint_volume (%s): "
3187                     "Actor failed to report a paint volume",
3188                     _clutter_actor_get_debug_name (self));
3189       return;
3190     }
3191
3192   _clutter_paint_volume_copy_static (pv, &priv->last_paint_volume);
3193
3194   _clutter_paint_volume_transform_relative (&priv->last_paint_volume,
3195                                             NULL); /* eye coordinates */
3196
3197   priv->last_paint_volume_valid = TRUE;
3198 }
3199
3200 static inline gboolean
3201 actor_has_shader_data (ClutterActor *self)
3202 {
3203   return g_object_get_qdata (G_OBJECT (self), quark_shader_data) != NULL;
3204 }
3205
3206 guint32
3207 _clutter_actor_get_pick_id (ClutterActor *self)
3208 {
3209   if (self->priv->pick_id < 0)
3210     return 0;
3211
3212   return self->priv->pick_id;
3213 }
3214
3215 /* This is the same as clutter_actor_add_effect except that it doesn't
3216    queue a redraw and it doesn't notify on the effect property */
3217 static void
3218 _clutter_actor_add_effect_internal (ClutterActor  *self,
3219                                     ClutterEffect *effect)
3220 {
3221   ClutterActorPrivate *priv = self->priv;
3222
3223   if (priv->effects == NULL)
3224     {
3225       priv->effects = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
3226       priv->effects->actor = self;
3227     }
3228
3229   _clutter_meta_group_add_meta (priv->effects, CLUTTER_ACTOR_META (effect));
3230 }
3231
3232 /* This is the same as clutter_actor_remove_effect except that it doesn't
3233    queue a redraw and it doesn't notify on the effect property */
3234 static void
3235 _clutter_actor_remove_effect_internal (ClutterActor  *self,
3236                                        ClutterEffect *effect)
3237 {
3238   ClutterActorPrivate *priv = self->priv;
3239
3240   if (priv->effects == NULL)
3241     return;
3242
3243   _clutter_meta_group_remove_meta (priv->effects, CLUTTER_ACTOR_META (effect));
3244 }
3245
3246 static gboolean
3247 needs_flatten_effect (ClutterActor *self)
3248 {
3249   ClutterActorPrivate *priv = self->priv;
3250
3251   if (G_UNLIKELY (clutter_paint_debug_flags &
3252                   CLUTTER_DEBUG_DISABLE_OFFSCREEN_REDIRECT))
3253     return FALSE;
3254
3255   if (priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_ALWAYS)
3256     return TRUE;
3257   else if (priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY)
3258     {
3259       if (clutter_actor_get_paint_opacity (self) < 255 &&
3260           clutter_actor_has_overlaps (self))
3261         return TRUE;
3262     }
3263
3264   return FALSE;
3265 }
3266
3267 static void
3268 add_or_remove_flatten_effect (ClutterActor *self)
3269 {
3270   ClutterActorPrivate *priv = self->priv;
3271
3272   /* Add or remove the flatten effect depending on the
3273      offscreen-redirect property. */
3274   if (needs_flatten_effect (self))
3275     {
3276       if (priv->flatten_effect == NULL)
3277         {
3278           ClutterActorMeta *actor_meta;
3279           gint priority;
3280
3281           priv->flatten_effect = _clutter_flatten_effect_new ();
3282           /* Keep a reference to the effect so that we can queue
3283              redraws from it */
3284           g_object_ref_sink (priv->flatten_effect);
3285
3286           /* Set the priority of the effect to high so that it will
3287              always be applied to the actor first. It uses an internal
3288              priority so that it won't be visible to applications */
3289           actor_meta = CLUTTER_ACTOR_META (priv->flatten_effect);
3290           priority = CLUTTER_ACTOR_META_PRIORITY_INTERNAL_HIGH;
3291           _clutter_actor_meta_set_priority (actor_meta, priority);
3292
3293           /* This will add the effect without queueing a redraw */
3294           _clutter_actor_add_effect_internal (self, priv->flatten_effect);
3295         }
3296     }
3297   else
3298     {
3299       if (priv->flatten_effect != NULL)
3300         {
3301           /* Destroy the effect so that it will lose its fbo cache of
3302              the actor */
3303           _clutter_actor_remove_effect_internal (self, priv->flatten_effect);
3304           g_clear_object (&priv->flatten_effect);
3305         }
3306     }
3307 }
3308
3309 static void
3310 clutter_actor_real_paint (ClutterActor *actor)
3311 {
3312   ClutterActorPrivate *priv = actor->priv;
3313   ClutterActor *iter;
3314
3315   for (iter = priv->first_child;
3316        iter != NULL;
3317        iter = iter->priv->next_sibling)
3318     {
3319       CLUTTER_NOTE (PAINT, "Painting %s, child of %s, at { %.2f, %.2f - %.2f x %.2f }",
3320                     _clutter_actor_get_debug_name (iter),
3321                     _clutter_actor_get_debug_name (actor),
3322                     iter->priv->allocation.x1,
3323                     iter->priv->allocation.y1,
3324                     iter->priv->allocation.x2 - iter->priv->allocation.x1,
3325                     iter->priv->allocation.y2 - iter->priv->allocation.y1);
3326
3327       clutter_actor_paint (iter);
3328     }
3329 }
3330
3331 static gboolean
3332 clutter_actor_paint_node (ClutterActor     *actor,
3333                           ClutterPaintNode *root)
3334 {
3335   ClutterActorPrivate *priv = actor->priv;
3336
3337   if (root == NULL)
3338     return FALSE;
3339
3340   if (priv->bg_color_set &&
3341       !clutter_color_equal (&priv->bg_color, CLUTTER_COLOR_Transparent))
3342     {
3343       ClutterPaintNode *node;
3344       ClutterColor bg_color;
3345       ClutterActorBox box;
3346
3347       box.x1 = 0.f;
3348       box.y1 = 0.f;
3349       box.x2 = clutter_actor_box_get_width (&priv->allocation);
3350       box.y2 = clutter_actor_box_get_height (&priv->allocation);
3351
3352       bg_color = priv->bg_color;
3353       bg_color.alpha = clutter_actor_get_paint_opacity_internal (actor)
3354                      * priv->bg_color.alpha
3355                      / 255;
3356
3357       node = clutter_color_node_new (&bg_color);
3358       clutter_paint_node_set_name (node, "backgroundColor");
3359       clutter_paint_node_add_rectangle (node, &box);
3360       clutter_paint_node_add_child (root, node);
3361       clutter_paint_node_unref (node);
3362     }
3363
3364   if (priv->content != NULL)
3365     _clutter_content_paint_content (priv->content, actor, root);
3366
3367   if (CLUTTER_ACTOR_GET_CLASS (actor)->paint_node != NULL)
3368     CLUTTER_ACTOR_GET_CLASS (actor)->paint_node (actor, root);
3369
3370   if (clutter_paint_node_get_n_children (root) == 0)
3371     return FALSE;
3372
3373 #ifdef CLUTTER_ENABLE_DEBUG
3374   if (CLUTTER_HAS_DEBUG (PAINT))
3375     {
3376       /* dump the tree only if we have one */
3377       _clutter_paint_node_dump_tree (root);
3378     }
3379 #endif /* CLUTTER_ENABLE_DEBUG */
3380
3381   _clutter_paint_node_paint (root);
3382
3383 #if 0
3384   /* XXX: Uncomment this when we disable emitting the paint signal */
3385   CLUTTER_ACTOR_GET_CLASS (actor)->paint (actor);
3386 #endif
3387
3388   return TRUE;
3389 }
3390
3391 /**
3392  * clutter_actor_paint:
3393  * @self: A #ClutterActor
3394  *
3395  * Renders the actor to display.
3396  *
3397  * This function should not be called directly by applications.
3398  * Call clutter_actor_queue_redraw() to queue paints, instead.
3399  *
3400  * This function is context-aware, and will either cause a
3401  * regular paint or a pick paint.
3402  *
3403  * This function will emit the #ClutterActor::paint signal or
3404  * the #ClutterActor::pick signal, depending on the context.
3405  *
3406  * This function does not paint the actor if the actor is set to 0,
3407  * unless it is performing a pick paint.
3408  */
3409 void
3410 clutter_actor_paint (ClutterActor *self)
3411 {
3412   ClutterActorPrivate *priv;
3413   ClutterPickMode pick_mode;
3414   gboolean clip_set = FALSE;
3415   gboolean shader_applied = FALSE;
3416
3417   CLUTTER_STATIC_COUNTER (actor_paint_counter,
3418                           "Actor real-paint counter",
3419                           "Increments each time any actor is painted",
3420                           0 /* no application private data */);
3421   CLUTTER_STATIC_COUNTER (actor_pick_counter,
3422                           "Actor pick-paint counter",
3423                           "Increments each time any actor is painted "
3424                           "for picking",
3425                           0 /* no application private data */);
3426
3427   g_return_if_fail (CLUTTER_IS_ACTOR (self));
3428
3429   if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
3430     return;
3431
3432   priv = self->priv;
3433
3434   pick_mode = _clutter_context_get_pick_mode ();
3435
3436   if (pick_mode == CLUTTER_PICK_NONE)
3437     priv->propagated_one_redraw = FALSE;
3438
3439   /* It's an important optimization that we consider painting of
3440    * actors with 0 opacity to be a NOP... */
3441   if (pick_mode == CLUTTER_PICK_NONE &&
3442       /* ignore top-levels, since they might be transparent */
3443       !CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
3444       /* Use the override opacity if its been set */
3445       ((priv->opacity_override >= 0) ?
3446        priv->opacity_override : priv->opacity) == 0)
3447     return;
3448
3449   /* if we aren't paintable (not in a toplevel with all
3450    * parents paintable) then do nothing.
3451    */
3452   if (!CLUTTER_ACTOR_IS_MAPPED (self))
3453     return;
3454
3455   /* mark that we are in the paint process */
3456   CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_PAINT);
3457
3458   cogl_push_matrix();
3459
3460   if (priv->enable_model_view_transform)
3461     {
3462       CoglMatrix matrix;
3463
3464       /* XXX: It could be better to cache the modelview with the actor
3465        * instead of progressively building up the transformations on
3466        * the matrix stack every time we paint. */
3467       cogl_get_modelview_matrix (&matrix);
3468       _clutter_actor_apply_modelview_transform (self, &matrix);
3469
3470 #ifdef CLUTTER_ENABLE_DEBUG
3471       /* Catch when out-of-band transforms have been made by actors not as part
3472        * of an apply_transform vfunc... */
3473       if (G_UNLIKELY (clutter_debug_flags & CLUTTER_DEBUG_OOB_TRANSFORMS))
3474         {
3475           CoglMatrix expected_matrix;
3476
3477           _clutter_actor_get_relative_transformation_matrix (self, NULL,
3478                                                              &expected_matrix);
3479
3480           if (!cogl_matrix_equal (&matrix, &expected_matrix))
3481             {
3482               GString *buf = g_string_sized_new (1024);
3483               ClutterActor *parent;
3484
3485               parent = self;
3486               while (parent != NULL)
3487                 {
3488                   g_string_append (buf, _clutter_actor_get_debug_name (parent));
3489
3490                   if (parent->priv->parent != NULL)
3491                     g_string_append (buf, "->");
3492
3493                   parent = parent->priv->parent;
3494                 }
3495
3496               g_warning ("Unexpected transform found when painting actor "
3497                          "\"%s\". This will be caused by one of the actor's "
3498                          "ancestors (%s) using the Cogl API directly to transform "
3499                          "children instead of using ::apply_transform().",
3500                          _clutter_actor_get_debug_name (self),
3501                          buf->str);
3502
3503               g_string_free (buf, TRUE);
3504             }
3505         }
3506 #endif /* CLUTTER_ENABLE_DEBUG */
3507
3508       cogl_set_modelview_matrix (&matrix);
3509     }
3510
3511   if (priv->has_clip)
3512     {
3513       cogl_clip_push_rectangle (priv->clip.x,
3514                                 priv->clip.y,
3515                                 priv->clip.x + priv->clip.width,
3516                                 priv->clip.y + priv->clip.height);
3517       clip_set = TRUE;
3518     }
3519   else if (priv->clip_to_allocation)
3520     {
3521       gfloat width, height;
3522
3523       width  = priv->allocation.x2 - priv->allocation.x1;
3524       height = priv->allocation.y2 - priv->allocation.y1;
3525
3526       cogl_clip_push_rectangle (0, 0, width, height);
3527       clip_set = TRUE;
3528     }
3529
3530   if (pick_mode == CLUTTER_PICK_NONE)
3531     {
3532       CLUTTER_COUNTER_INC (_clutter_uprof_context, actor_paint_counter);
3533
3534       /* We check whether we need to add the flatten effect before
3535          each paint so that we can avoid having a mechanism for
3536          applications to notify when the value of the
3537          has_overlaps virtual changes. */
3538       add_or_remove_flatten_effect (self);
3539     }
3540   else
3541     CLUTTER_COUNTER_INC (_clutter_uprof_context, actor_pick_counter);
3542
3543   /* We save the current paint volume so that the next time the
3544    * actor queues a redraw we can constrain the redraw to just
3545    * cover the union of the new bounding box and the old.
3546    *
3547    * We also fetch the current paint volume to perform culling so
3548    * we can avoid painting actors outside the current clip region.
3549    *
3550    * If we are painting inside a clone, we should neither update
3551    * the paint volume or use it to cull painting, since the paint
3552    * box represents the location of the source actor on the
3553    * screen.
3554    *
3555    * XXX: We are starting to do a lot of vertex transforms on
3556    * the CPU in a typical paint, so at some point we should
3557    * audit these and consider caching some things.
3558    *
3559    * NB: We don't perform culling while picking at this point because
3560    * clutter-stage.c doesn't setup the clipping planes appropriately.
3561    *
3562    * NB: We don't want to update the last-paint-volume during picking
3563    * because the last-paint-volume is used to determine the old screen
3564    * space location of an actor that has moved so we can know the
3565    * minimal region to redraw to clear an old view of the actor. If we
3566    * update this during picking then by the time we come around to
3567    * paint then the last-paint-volume would likely represent the new
3568    * actor position not the old.
3569    */
3570   if (!in_clone_paint () && pick_mode == CLUTTER_PICK_NONE)
3571     {
3572       gboolean success;
3573       /* annoyingly gcc warns if uninitialized even though
3574        * the initialization is redundant :-( */
3575       ClutterCullResult result = CLUTTER_CULL_RESULT_IN;
3576
3577       if (G_LIKELY ((clutter_paint_debug_flags &
3578                      (CLUTTER_DEBUG_DISABLE_CULLING |
3579                       CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)) !=
3580                     (CLUTTER_DEBUG_DISABLE_CULLING |
3581                      CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)))
3582         _clutter_actor_update_last_paint_volume (self);
3583
3584       success = cull_actor (self, &result);
3585
3586       if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_REDRAWS))
3587         _clutter_actor_paint_cull_result (self, success, result);
3588       else if (result == CLUTTER_CULL_RESULT_OUT && success)
3589         goto done;
3590     }
3591
3592   if (priv->effects == NULL)
3593     {
3594       if (pick_mode == CLUTTER_PICK_NONE &&
3595           actor_has_shader_data (self))
3596         {
3597           _clutter_actor_shader_pre_paint (self, FALSE);
3598           shader_applied = TRUE;
3599         }
3600
3601       priv->next_effect_to_paint = NULL;
3602     }
3603   else
3604     priv->next_effect_to_paint =
3605       _clutter_meta_group_peek_metas (priv->effects);
3606
3607   clutter_actor_continue_paint (self);
3608
3609   if (shader_applied)
3610     _clutter_actor_shader_post_paint (self);
3611
3612   if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_VOLUMES &&
3613                   pick_mode == CLUTTER_PICK_NONE))
3614     _clutter_actor_draw_paint_volume (self);
3615
3616 done:
3617   /* If we make it here then the actor has run through a complete
3618      paint run including all the effects so it's no longer dirty */
3619   if (pick_mode == CLUTTER_PICK_NONE)
3620     priv->is_dirty = FALSE;
3621
3622   if (clip_set)
3623     cogl_clip_pop();
3624
3625   cogl_pop_matrix();
3626
3627   /* paint sequence complete */
3628   CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_PAINT);
3629 }
3630
3631 /**
3632  * clutter_actor_continue_paint:
3633  * @self: A #ClutterActor
3634  *
3635  * Run the next stage of the paint sequence. This function should only
3636  * be called within the implementation of the ‘run’ virtual of a
3637  * #ClutterEffect. It will cause the run method of the next effect to
3638  * be applied, or it will paint the actual actor if the current effect
3639  * is the last effect in the chain.
3640  *
3641  * Since: 1.8
3642  */
3643 void
3644 clutter_actor_continue_paint (ClutterActor *self)
3645 {
3646   ClutterActorPrivate *priv;
3647
3648   g_return_if_fail (CLUTTER_IS_ACTOR (self));
3649   /* This should only be called from with in the ‘run’ implementation
3650      of a ClutterEffect */
3651   g_return_if_fail (CLUTTER_ACTOR_IN_PAINT (self));
3652
3653   priv = self->priv;
3654
3655   /* Skip any effects that are disabled */
3656   while (priv->next_effect_to_paint &&
3657          !clutter_actor_meta_get_enabled (priv->next_effect_to_paint->data))
3658     priv->next_effect_to_paint = priv->next_effect_to_paint->next;
3659
3660   /* If this has come from the last effect then we'll just paint the
3661      actual actor */
3662   if (priv->next_effect_to_paint == NULL)
3663     {
3664       if (_clutter_context_get_pick_mode () == CLUTTER_PICK_NONE)
3665         {
3666           ClutterPaintNode *dummy;
3667
3668           /* XXX - this will go away in 2.0, when we can get rid of this
3669            * stuff and switch to a pure retained render tree of PaintNodes
3670            * for the entire frame, starting from the Stage; the paint()
3671            * virtual function can then be called directly.
3672            */
3673           dummy = _clutter_dummy_node_new (self);
3674           clutter_paint_node_set_name (dummy, "Root");
3675
3676           /* XXX - for 1.12, we use the return value of paint_node() to
3677            * decide whether we should emit the ::paint signal.
3678            */
3679           clutter_actor_paint_node (self, dummy);
3680           clutter_paint_node_unref (dummy);
3681
3682           g_signal_emit (self, actor_signals[PAINT], 0);
3683         }
3684       else
3685         {
3686           ClutterColor col = { 0, };
3687
3688           _clutter_id_to_color (_clutter_actor_get_pick_id (self), &col);
3689
3690           /* Actor will then paint silhouette of itself in supplied
3691            * color.  See clutter_stage_get_actor_at_pos() for where
3692            * picking is enabled.
3693            */
3694           g_signal_emit (self, actor_signals[PICK], 0, &col);
3695         }
3696     }
3697   else
3698     {
3699       ClutterEffect *old_current_effect;
3700       ClutterEffectPaintFlags run_flags = 0;
3701
3702       /* Cache the current effect so that we can put it back before
3703          returning */
3704       old_current_effect = priv->current_effect;
3705
3706       priv->current_effect = priv->next_effect_to_paint->data;
3707       priv->next_effect_to_paint = priv->next_effect_to_paint->next;
3708
3709       if (_clutter_context_get_pick_mode () == CLUTTER_PICK_NONE)
3710         {
3711           if (priv->is_dirty)
3712             {
3713               /* If there's an effect queued with this redraw then all
3714                  effects up to that one will be considered dirty. It
3715                  is expected the queued effect will paint the cached
3716                  image and not call clutter_actor_continue_paint again
3717                  (although it should work ok if it does) */
3718               if (priv->effect_to_redraw == NULL ||
3719                   priv->current_effect != priv->effect_to_redraw)
3720                 run_flags |= CLUTTER_EFFECT_PAINT_ACTOR_DIRTY;
3721             }
3722
3723           _clutter_effect_paint (priv->current_effect, run_flags);
3724         }
3725       else
3726         {
3727           /* We can't determine when an actor has been modified since
3728              its last pick so lets just assume it has always been
3729              modified */
3730           run_flags |= CLUTTER_EFFECT_PAINT_ACTOR_DIRTY;
3731
3732           _clutter_effect_pick (priv->current_effect, run_flags);
3733         }
3734
3735       priv->current_effect = old_current_effect;
3736     }
3737 }
3738
3739 static ClutterActorTraverseVisitFlags
3740 invalidate_queue_redraw_entry (ClutterActor *self,
3741                                int           depth,
3742                                gpointer      user_data)
3743 {
3744   ClutterActorPrivate *priv = self->priv;
3745
3746   if (priv->queue_redraw_entry != NULL)
3747     {
3748       _clutter_stage_queue_redraw_entry_invalidate (priv->queue_redraw_entry);
3749       priv->queue_redraw_entry = NULL;
3750     }
3751
3752   return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
3753 }
3754
3755 static inline void
3756 remove_child (ClutterActor *self,
3757               ClutterActor *child)
3758 {
3759   ClutterActor *prev_sibling, *next_sibling;
3760
3761   prev_sibling = child->priv->prev_sibling;
3762   next_sibling = child->priv->next_sibling;
3763
3764   if (prev_sibling != NULL)
3765     prev_sibling->priv->next_sibling = next_sibling;
3766
3767   if (next_sibling != NULL)
3768     next_sibling->priv->prev_sibling = prev_sibling;
3769
3770   if (self->priv->first_child == child)
3771     self->priv->first_child = next_sibling;
3772
3773   if (self->priv->last_child == child)
3774     self->priv->last_child = prev_sibling;
3775
3776   child->priv->parent = NULL;
3777   child->priv->prev_sibling = NULL;
3778   child->priv->next_sibling = NULL;
3779 }
3780
3781 typedef enum {
3782   REMOVE_CHILD_DESTROY_META       = 1 << 0,
3783   REMOVE_CHILD_EMIT_PARENT_SET    = 1 << 1,
3784   REMOVE_CHILD_EMIT_ACTOR_REMOVED = 1 << 2,
3785   REMOVE_CHILD_CHECK_STATE        = 1 << 3,
3786   REMOVE_CHILD_FLUSH_QUEUE        = 1 << 4,
3787   REMOVE_CHILD_NOTIFY_FIRST_LAST  = 1 << 5,
3788
3789   /* default flags for public API */
3790   REMOVE_CHILD_DEFAULT_FLAGS      = REMOVE_CHILD_DESTROY_META |
3791                                     REMOVE_CHILD_EMIT_PARENT_SET |
3792                                     REMOVE_CHILD_EMIT_ACTOR_REMOVED |
3793                                     REMOVE_CHILD_CHECK_STATE |
3794                                     REMOVE_CHILD_FLUSH_QUEUE |
3795                                     REMOVE_CHILD_NOTIFY_FIRST_LAST,
3796
3797   /* flags for legacy/deprecated API */
3798   REMOVE_CHILD_LEGACY_FLAGS       = REMOVE_CHILD_CHECK_STATE |
3799                                     REMOVE_CHILD_FLUSH_QUEUE |
3800                                     REMOVE_CHILD_EMIT_PARENT_SET |
3801                                     REMOVE_CHILD_NOTIFY_FIRST_LAST
3802 } ClutterActorRemoveChildFlags;
3803
3804 /*< private >
3805  * clutter_actor_remove_child_internal:
3806  * @self: a #ClutterActor
3807  * @child: the child of @self that has to be removed
3808  * @flags: control the removal operations
3809  *
3810  * Removes @child from the list of children of @self.
3811  */
3812 static void
3813 clutter_actor_remove_child_internal (ClutterActor                 *self,
3814                                      ClutterActor                 *child,
3815                                      ClutterActorRemoveChildFlags  flags)
3816 {
3817   ClutterActor *old_first, *old_last;
3818   gboolean destroy_meta, emit_parent_set, emit_actor_removed, check_state;
3819   gboolean flush_queue;
3820   gboolean notify_first_last;
3821   gboolean was_mapped;
3822
3823   destroy_meta = (flags & REMOVE_CHILD_DESTROY_META) != 0;
3824   emit_parent_set = (flags & REMOVE_CHILD_EMIT_PARENT_SET) != 0;
3825   emit_actor_removed = (flags & REMOVE_CHILD_EMIT_ACTOR_REMOVED) != 0;
3826   check_state = (flags & REMOVE_CHILD_CHECK_STATE) != 0;
3827   flush_queue = (flags & REMOVE_CHILD_FLUSH_QUEUE) != 0;
3828   notify_first_last = (flags & REMOVE_CHILD_NOTIFY_FIRST_LAST) != 0;
3829
3830   g_object_freeze_notify (G_OBJECT (self));
3831
3832   if (destroy_meta)
3833     clutter_container_destroy_child_meta (CLUTTER_CONTAINER (self), child);
3834
3835   if (check_state)
3836     {
3837       was_mapped = CLUTTER_ACTOR_IS_MAPPED (child);
3838
3839       /* we need to unrealize *before* we set parent_actor to NULL,
3840        * because in an unrealize method actors are dissociating from the
3841        * stage, which means they need to be able to
3842        * clutter_actor_get_stage().
3843        *
3844        * yhis should unmap and unrealize, unless we're reparenting.
3845        */
3846       clutter_actor_update_map_state (child, MAP_STATE_MAKE_UNREALIZED);
3847     }
3848   else
3849     was_mapped = FALSE;
3850
3851   if (flush_queue)
3852     {
3853       /* We take this opportunity to invalidate any queue redraw entry
3854        * associated with the actor and descendants since we won't be able to
3855        * determine the appropriate stage after this.
3856        *
3857        * we do this after we updated the mapped state because actors might
3858        * end up queueing redraws inside their mapped/unmapped virtual
3859        * functions, and if we invalidate the redraw entry we could end up
3860        * with an inconsistent state and weird memory corruption. see
3861        * bugs:
3862        *
3863        *   http://bugzilla.clutter-project.org/show_bug.cgi?id=2621
3864        *   https://bugzilla.gnome.org/show_bug.cgi?id=652036
3865        */
3866       _clutter_actor_traverse (child,
3867                                0,
3868                                invalidate_queue_redraw_entry,
3869                                NULL,
3870                                NULL);
3871     }
3872
3873   old_first = self->priv->first_child;
3874   old_last = self->priv->last_child;
3875
3876   remove_child (self, child);
3877
3878   self->priv->n_children -= 1;
3879
3880   self->priv->age += 1;
3881
3882   /* clutter_actor_reparent() will emit ::parent-set for us */
3883   if (emit_parent_set && !CLUTTER_ACTOR_IN_REPARENT (child))
3884     g_signal_emit (child, actor_signals[PARENT_SET], 0, self);
3885
3886   /* if the child was mapped then we need to relayout ourselves to account
3887    * for the removed child
3888    */
3889   if (was_mapped)
3890     clutter_actor_queue_relayout (self);
3891
3892   /* we need to emit the signal before dropping the reference */
3893   if (emit_actor_removed)
3894     g_signal_emit_by_name (self, "actor-removed", child);
3895
3896   if (notify_first_last)
3897     {
3898       if (old_first != self->priv->first_child)
3899         g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIRST_CHILD]);
3900
3901       if (old_last != self->priv->last_child)
3902         g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAST_CHILD]);
3903     }
3904
3905   g_object_thaw_notify (G_OBJECT (self));
3906
3907   /* remove the reference we acquired in clutter_actor_add_child() */
3908   g_object_unref (child);
3909 }
3910
3911 static const ClutterTransformInfo default_transform_info = {
3912   0.0, { 0, },          /* rotation-x */
3913   0.0, { 0, },          /* rotation-y */
3914   0.0, { 0, },          /* rotation-z */
3915
3916   1.0, 1.0, { 0, },     /* scale */
3917
3918   { 0, },               /* anchor */
3919
3920   0.0,                  /* depth */
3921 };
3922
3923 /*< private >
3924  * _clutter_actor_get_transform_info_or_defaults:
3925  * @self: a #ClutterActor
3926  *
3927  * Retrieves the ClutterTransformInfo structure associated to an actor.
3928  *
3929  * If the actor does not have a ClutterTransformInfo structure associated
3930  * to it, then the default structure will be returned.
3931  *
3932  * This function should only be used for getters.
3933  *
3934  * Return value: a const pointer to the ClutterTransformInfo structure
3935  */
3936 const ClutterTransformInfo *
3937 _clutter_actor_get_transform_info_or_defaults (ClutterActor *self)
3938 {
3939   ClutterTransformInfo *info;
3940
3941   info = g_object_get_qdata (G_OBJECT (self), quark_actor_transform_info);
3942   if (info != NULL)
3943     return info;
3944
3945   return &default_transform_info;
3946 }
3947
3948 static void
3949 clutter_transform_info_free (gpointer data)
3950 {
3951   if (data != NULL)
3952     g_slice_free (ClutterTransformInfo, data);
3953 }
3954
3955 /*< private >
3956  * _clutter_actor_get_transform_info:
3957  * @self: a #ClutterActor
3958  *
3959  * Retrieves a pointer to the ClutterTransformInfo structure.
3960  *
3961  * If the actor does not have a ClutterTransformInfo associated to it, one
3962  * will be created and initialized to the default values.
3963  *
3964  * This function should be used for setters.
3965  *
3966  * For getters, you should use _clutter_actor_get_transform_info_or_defaults()
3967  * instead.
3968  *
3969  * Return value: (transfer none): a pointer to the ClutterTransformInfo
3970  *   structure
3971  */
3972 ClutterTransformInfo *
3973 _clutter_actor_get_transform_info (ClutterActor *self)
3974 {
3975   ClutterTransformInfo *info;
3976
3977   info = g_object_get_qdata (G_OBJECT (self), quark_actor_transform_info);
3978   if (info == NULL)
3979     {
3980       info = g_slice_new (ClutterTransformInfo);
3981
3982       *info = default_transform_info;
3983
3984       g_object_set_qdata_full (G_OBJECT (self), quark_actor_transform_info,
3985                                info,
3986                                clutter_transform_info_free);
3987     }
3988
3989   return info;
3990 }
3991
3992 /*< private >
3993  * clutter_actor_set_rotation_angle_internal:
3994  * @self: a #ClutterActor
3995  * @axis: the axis of the angle to change
3996  * @angle: the angle of rotation
3997  *
3998  * Sets the rotation angle on the given axis without affecting the
3999  * rotation center point.
4000  */
4001 static inline void
4002 clutter_actor_set_rotation_angle_internal (ClutterActor      *self,
4003                                            ClutterRotateAxis  axis,
4004                                            gdouble            angle)
4005 {
4006   GObject *obj = G_OBJECT (self);
4007   ClutterTransformInfo *info;
4008
4009   info = _clutter_actor_get_transform_info (self);
4010
4011   g_object_freeze_notify (obj);
4012
4013   switch (axis)
4014     {
4015     case CLUTTER_X_AXIS:
4016       info->rx_angle = angle;
4017       g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_X]);
4018       break;
4019
4020     case CLUTTER_Y_AXIS:
4021       info->ry_angle = angle;
4022       g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_Y]);
4023       break;
4024
4025     case CLUTTER_Z_AXIS:
4026       info->rz_angle = angle;
4027       g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_Z]);
4028       break;
4029     }
4030
4031   self->priv->transform_valid = FALSE;
4032
4033   g_object_thaw_notify (obj);
4034
4035   clutter_actor_queue_redraw (self);
4036 }
4037
4038 static inline void
4039 clutter_actor_set_rotation_angle (ClutterActor      *self,
4040                                   ClutterRotateAxis  axis,
4041                                   gdouble            angle)
4042 {
4043   const ClutterTransformInfo *info;
4044   const double *cur_angle_p = NULL;
4045   GParamSpec *pspec = NULL;
4046
4047   info = _clutter_actor_get_transform_info_or_defaults (self);
4048
4049   switch (axis)
4050     {
4051     case CLUTTER_X_AXIS:
4052       cur_angle_p = &info->rx_angle;
4053       pspec = obj_props[PROP_ROTATION_ANGLE_X];
4054       break;
4055
4056     case CLUTTER_Y_AXIS:
4057       cur_angle_p = &info->ry_angle;
4058       pspec = obj_props[PROP_ROTATION_ANGLE_Y];
4059       break;
4060
4061     case CLUTTER_Z_AXIS:
4062       cur_angle_p = &info->rz_angle;
4063       pspec = obj_props[PROP_ROTATION_ANGLE_Z];
4064       break;
4065     }
4066
4067   g_assert (pspec != NULL);
4068   g_assert (cur_angle_p != NULL);
4069
4070   if (_clutter_actor_get_transition (self, pspec) == NULL)
4071     _clutter_actor_create_transition (self, pspec, *cur_angle_p, angle);
4072   else
4073     _clutter_actor_update_transition (self, pspec, angle);
4074
4075   clutter_actor_queue_redraw (self);
4076 }
4077
4078 /*< private >
4079  * clutter_actor_set_rotation_center_internal:
4080  * @self: a #ClutterActor
4081  * @axis: the axis of the center to change
4082  * @center: the coordinates of the rotation center
4083  *
4084  * Sets the rotation center on the given axis without affecting the
4085  * rotation angle.
4086  */
4087 static inline void
4088 clutter_actor_set_rotation_center_internal (ClutterActor        *self,
4089                                             ClutterRotateAxis    axis,
4090                                             const ClutterVertex *center)
4091 {
4092   GObject *obj = G_OBJECT (self);
4093   ClutterTransformInfo *info;
4094   ClutterVertex v = { 0, 0, 0 };
4095
4096   info = _clutter_actor_get_transform_info (self);
4097
4098   if (center != NULL)
4099     v = *center;
4100
4101   g_object_freeze_notify (obj);
4102
4103   switch (axis)
4104     {
4105     case CLUTTER_X_AXIS:
4106       clutter_anchor_coord_set_units (&info->rx_center, v.x, v.y, v.z);
4107       g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_X]);
4108       break;
4109
4110     case CLUTTER_Y_AXIS:
4111       clutter_anchor_coord_set_units (&info->ry_center, v.x, v.y, v.z);
4112       g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Y]);
4113       break;
4114
4115     case CLUTTER_Z_AXIS:
4116       /* if the previously set rotation center was fractional, then
4117        * setting explicit coordinates will have to notify the
4118        * :rotation-center-z-gravity property as well
4119        */
4120       if (info->rz_center.is_fractional)
4121         g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z_GRAVITY]);
4122
4123       clutter_anchor_coord_set_units (&info->rz_center, v.x, v.y, v.z);
4124       g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z]);
4125       break;
4126     }
4127
4128   self->priv->transform_valid = FALSE;
4129
4130   g_object_thaw_notify (obj);
4131
4132   clutter_actor_queue_redraw (self);
4133 }
4134
4135 static void
4136 clutter_actor_set_scale_factor_internal (ClutterActor *self,
4137                                          double factor,
4138                                          GParamSpec *pspec)
4139 {
4140   GObject *obj = G_OBJECT (self);
4141   ClutterTransformInfo *info;
4142
4143   info = _clutter_actor_get_transform_info (self);
4144
4145   if (pspec == obj_props[PROP_SCALE_X])
4146     info->scale_x = factor;
4147   else
4148     info->scale_y = factor;
4149
4150   self->priv->transform_valid = FALSE;
4151   clutter_actor_queue_redraw (self);
4152   g_object_notify_by_pspec (obj, pspec);
4153 }
4154
4155 static inline void
4156 clutter_actor_set_scale_factor (ClutterActor      *self,
4157                                 ClutterRotateAxis  axis,
4158                                 gdouble            factor)
4159 {
4160   const ClutterTransformInfo *info;
4161   const double *scale_p = NULL;
4162   GParamSpec *pspec = NULL;
4163
4164   info = _clutter_actor_get_transform_info_or_defaults (self);
4165
4166   switch (axis)
4167     {
4168     case CLUTTER_X_AXIS:
4169       pspec = obj_props[PROP_SCALE_X];
4170       scale_p = &info->scale_x;
4171       break;
4172
4173     case CLUTTER_Y_AXIS:
4174       pspec = obj_props[PROP_SCALE_Y];
4175       scale_p = &info->scale_y;
4176       break;
4177
4178     case CLUTTER_Z_AXIS:
4179       break;
4180     }
4181
4182   g_assert (pspec != NULL);
4183   g_assert (scale_p != NULL);
4184
4185   if (_clutter_actor_get_transition (self, pspec) == NULL)
4186     _clutter_actor_create_transition (self, pspec, *scale_p, factor);
4187   else
4188     _clutter_actor_update_transition (self, pspec, factor);
4189
4190   clutter_actor_queue_redraw (self);
4191 }
4192
4193 static inline void
4194 clutter_actor_set_scale_center (ClutterActor      *self,
4195                                 ClutterRotateAxis  axis,
4196                                 gfloat             coord)
4197 {
4198   GObject *obj = G_OBJECT (self);
4199   ClutterTransformInfo *info;
4200   gfloat center_x, center_y;
4201
4202   info = _clutter_actor_get_transform_info (self);
4203
4204   g_object_freeze_notify (obj);
4205
4206   /* get the current scale center coordinates */
4207   clutter_anchor_coord_get_units (self, &info->scale_center,
4208                                   &center_x,
4209                                   &center_y,
4210                                   NULL);
4211
4212   /* we need to notify this too, because setting explicit coordinates will
4213    * change the gravity as a side effect
4214    */
4215   if (info->scale_center.is_fractional)
4216     g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_GRAVITY]);
4217
4218   switch (axis)
4219     {
4220     case CLUTTER_X_AXIS:
4221       clutter_anchor_coord_set_units (&info->scale_center, coord, center_y, 0);
4222       g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_X]);
4223       break;
4224
4225     case CLUTTER_Y_AXIS:
4226       clutter_anchor_coord_set_units (&info->scale_center, center_x, coord, 0);
4227       g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_Y]);
4228       break;
4229
4230     default:
4231       g_assert_not_reached ();
4232     }
4233
4234   self->priv->transform_valid = FALSE;
4235
4236   clutter_actor_queue_redraw (self);
4237
4238   g_object_thaw_notify (obj);
4239 }
4240
4241 static inline void
4242 clutter_actor_set_scale_gravity (ClutterActor   *self,
4243                                  ClutterGravity  gravity)
4244 {
4245   ClutterTransformInfo *info;
4246   GObject *obj;
4247
4248   info = _clutter_actor_get_transform_info (self);
4249   obj = G_OBJECT (self);
4250
4251   if (gravity == CLUTTER_GRAVITY_NONE)
4252     clutter_anchor_coord_set_units (&info->scale_center, 0, 0, 0);
4253   else
4254     clutter_anchor_coord_set_gravity (&info->scale_center, gravity);
4255
4256   self->priv->transform_valid = FALSE;
4257
4258   g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_X]);
4259   g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_Y]);
4260   g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_GRAVITY]);
4261
4262   clutter_actor_queue_redraw (self);
4263 }
4264
4265 static inline void
4266 clutter_actor_set_anchor_coord (ClutterActor      *self,
4267                                 ClutterRotateAxis  axis,
4268                                 gfloat             coord)
4269 {
4270   GObject *obj = G_OBJECT (self);
4271   ClutterTransformInfo *info;
4272   gfloat anchor_x, anchor_y;
4273
4274   info = _clutter_actor_get_transform_info (self);
4275
4276   g_object_freeze_notify (obj);
4277
4278   clutter_anchor_coord_get_units (self, &info->anchor,
4279                                   &anchor_x,
4280                                   &anchor_y,
4281                                   NULL);
4282
4283   if (info->anchor.is_fractional)
4284     g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
4285
4286   switch (axis)
4287     {
4288     case CLUTTER_X_AXIS:
4289       clutter_anchor_coord_set_units (&info->anchor,
4290                                       coord,
4291                                       anchor_y,
4292                                       0.0);
4293       g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
4294       break;
4295
4296     case CLUTTER_Y_AXIS:
4297       clutter_anchor_coord_set_units (&info->anchor,
4298                                       anchor_x,
4299                                       coord,
4300                                       0.0);
4301       g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
4302       break;
4303
4304     default:
4305       g_assert_not_reached ();
4306     }
4307
4308   self->priv->transform_valid = FALSE;
4309
4310   clutter_actor_queue_redraw (self);
4311
4312   g_object_thaw_notify (obj);
4313 }
4314
4315 static void
4316 clutter_actor_set_property (GObject      *object,
4317                             guint         prop_id,
4318                             const GValue *value,
4319                             GParamSpec   *pspec)
4320 {
4321   ClutterActor *actor = CLUTTER_ACTOR (object);
4322   ClutterActorPrivate *priv = actor->priv;
4323
4324   switch (prop_id)
4325     {
4326     case PROP_X:
4327       clutter_actor_set_x (actor, g_value_get_float (value));
4328       break;
4329
4330     case PROP_Y:
4331       clutter_actor_set_y (actor, g_value_get_float (value));
4332       break;
4333
4334     case PROP_WIDTH:
4335       clutter_actor_set_width (actor, g_value_get_float (value));
4336       break;
4337
4338     case PROP_HEIGHT:
4339       clutter_actor_set_height (actor, g_value_get_float (value));
4340       break;
4341
4342     case PROP_FIXED_X:
4343       clutter_actor_set_x (actor, g_value_get_float (value));
4344       break;
4345
4346     case PROP_FIXED_Y:
4347       clutter_actor_set_y (actor, g_value_get_float (value));
4348       break;
4349
4350     case PROP_FIXED_POSITION_SET:
4351       clutter_actor_set_fixed_position_set (actor, g_value_get_boolean (value));
4352       break;
4353
4354     case PROP_MIN_WIDTH:
4355       clutter_actor_set_min_width (actor, g_value_get_float (value));
4356       break;
4357
4358     case PROP_MIN_HEIGHT:
4359       clutter_actor_set_min_height (actor, g_value_get_float (value));
4360       break;
4361
4362     case PROP_NATURAL_WIDTH:
4363       clutter_actor_set_natural_width (actor, g_value_get_float (value));
4364       break;
4365
4366     case PROP_NATURAL_HEIGHT:
4367       clutter_actor_set_natural_height (actor, g_value_get_float (value));
4368       break;
4369
4370     case PROP_MIN_WIDTH_SET:
4371       clutter_actor_set_min_width_set (actor, g_value_get_boolean (value));
4372       break;
4373
4374     case PROP_MIN_HEIGHT_SET:
4375       clutter_actor_set_min_height_set (actor, g_value_get_boolean (value));
4376       break;
4377
4378     case PROP_NATURAL_WIDTH_SET:
4379       clutter_actor_set_natural_width_set (actor, g_value_get_boolean (value));
4380       break;
4381
4382     case PROP_NATURAL_HEIGHT_SET:
4383       clutter_actor_set_natural_height_set (actor, g_value_get_boolean (value));
4384       break;
4385
4386     case PROP_REQUEST_MODE:
4387       clutter_actor_set_request_mode (actor, g_value_get_enum (value));
4388       break;
4389
4390     case PROP_DEPTH:
4391       clutter_actor_set_depth (actor, g_value_get_float (value));
4392       break;
4393
4394     case PROP_OPACITY:
4395       clutter_actor_set_opacity (actor, g_value_get_uint (value));
4396       break;
4397
4398     case PROP_OFFSCREEN_REDIRECT:
4399       clutter_actor_set_offscreen_redirect (actor, g_value_get_enum (value));
4400       break;
4401
4402     case PROP_NAME:
4403       clutter_actor_set_name (actor, g_value_get_string (value));
4404       break;
4405
4406     case PROP_VISIBLE:
4407       if (g_value_get_boolean (value) == TRUE)
4408         clutter_actor_show (actor);
4409       else
4410         clutter_actor_hide (actor);
4411       break;
4412
4413     case PROP_SCALE_X:
4414       clutter_actor_set_scale_factor (actor, CLUTTER_X_AXIS,
4415                                       g_value_get_double (value));
4416       break;
4417
4418     case PROP_SCALE_Y:
4419       clutter_actor_set_scale_factor (actor, CLUTTER_Y_AXIS,
4420                                       g_value_get_double (value));
4421       break;
4422
4423     case PROP_SCALE_CENTER_X:
4424       clutter_actor_set_scale_center (actor, CLUTTER_X_AXIS,
4425                                       g_value_get_float (value));
4426       break;
4427
4428     case PROP_SCALE_CENTER_Y:
4429       clutter_actor_set_scale_center (actor, CLUTTER_Y_AXIS,
4430                                       g_value_get_float (value));
4431       break;
4432
4433     case PROP_SCALE_GRAVITY:
4434       clutter_actor_set_scale_gravity (actor, g_value_get_enum (value));
4435       break;
4436
4437     case PROP_CLIP:
4438       {
4439         const ClutterGeometry *geom = g_value_get_boxed (value);
4440
4441         clutter_actor_set_clip (actor,
4442                                 geom->x, geom->y,
4443                                 geom->width, geom->height);
4444       }
4445       break;
4446
4447     case PROP_CLIP_TO_ALLOCATION:
4448       clutter_actor_set_clip_to_allocation (actor, g_value_get_boolean (value));
4449       break;
4450
4451     case PROP_REACTIVE:
4452       clutter_actor_set_reactive (actor, g_value_get_boolean (value));
4453       break;
4454
4455     case PROP_ROTATION_ANGLE_X:
4456       clutter_actor_set_rotation_angle (actor,
4457                                         CLUTTER_X_AXIS,
4458                                         g_value_get_double (value));
4459       break;
4460
4461     case PROP_ROTATION_ANGLE_Y:
4462       clutter_actor_set_rotation_angle (actor,
4463                                         CLUTTER_Y_AXIS,
4464                                         g_value_get_double (value));
4465       break;
4466
4467     case PROP_ROTATION_ANGLE_Z:
4468       clutter_actor_set_rotation_angle (actor,
4469                                         CLUTTER_Z_AXIS,
4470                                         g_value_get_double (value));
4471       break;
4472
4473     case PROP_ROTATION_CENTER_X:
4474       clutter_actor_set_rotation_center_internal (actor,
4475                                                   CLUTTER_X_AXIS,
4476                                                   g_value_get_boxed (value));
4477       break;
4478
4479     case PROP_ROTATION_CENTER_Y:
4480       clutter_actor_set_rotation_center_internal (actor,
4481                                                   CLUTTER_Y_AXIS,
4482                                                   g_value_get_boxed (value));
4483       break;
4484
4485     case PROP_ROTATION_CENTER_Z:
4486       clutter_actor_set_rotation_center_internal (actor,
4487                                                   CLUTTER_Z_AXIS,
4488                                                   g_value_get_boxed (value));
4489       break;
4490
4491     case PROP_ROTATION_CENTER_Z_GRAVITY:
4492       {
4493         const ClutterTransformInfo *info;
4494
4495         info = _clutter_actor_get_transform_info_or_defaults (actor);
4496         clutter_actor_set_z_rotation_from_gravity (actor, info->rz_angle,
4497                                                    g_value_get_enum (value));
4498       }
4499       break;
4500
4501     case PROP_ANCHOR_X:
4502       clutter_actor_set_anchor_coord (actor, CLUTTER_X_AXIS,
4503                                       g_value_get_float (value));
4504       break;
4505
4506     case PROP_ANCHOR_Y:
4507       clutter_actor_set_anchor_coord (actor, CLUTTER_Y_AXIS,
4508                                       g_value_get_float (value));
4509       break;
4510
4511     case PROP_ANCHOR_GRAVITY:
4512       clutter_actor_set_anchor_point_from_gravity (actor,
4513                                                    g_value_get_enum (value));
4514       break;
4515
4516     case PROP_SHOW_ON_SET_PARENT:
4517       priv->show_on_set_parent = g_value_get_boolean (value);
4518       break;
4519
4520     case PROP_TEXT_DIRECTION:
4521       clutter_actor_set_text_direction (actor, g_value_get_enum (value));
4522       break;
4523
4524     case PROP_ACTIONS:
4525       clutter_actor_add_action (actor, g_value_get_object (value));
4526       break;
4527
4528     case PROP_CONSTRAINTS:
4529       clutter_actor_add_constraint (actor, g_value_get_object (value));
4530       break;
4531
4532     case PROP_EFFECT:
4533       clutter_actor_add_effect (actor, g_value_get_object (value));
4534       break;
4535
4536     case PROP_LAYOUT_MANAGER:
4537       clutter_actor_set_layout_manager (actor, g_value_get_object (value));
4538       break;
4539
4540     case PROP_X_ALIGN:
4541       clutter_actor_set_x_align (actor, g_value_get_enum (value));
4542       break;
4543
4544     case PROP_Y_ALIGN:
4545       clutter_actor_set_y_align (actor, g_value_get_enum (value));
4546       break;
4547
4548     case PROP_MARGIN_TOP:
4549       clutter_actor_set_margin_top (actor, g_value_get_float (value));
4550       break;
4551
4552     case PROP_MARGIN_BOTTOM:
4553       clutter_actor_set_margin_bottom (actor, g_value_get_float (value));
4554       break;
4555
4556     case PROP_MARGIN_LEFT:
4557       clutter_actor_set_margin_left (actor, g_value_get_float (value));
4558       break;
4559
4560     case PROP_MARGIN_RIGHT:
4561       clutter_actor_set_margin_right (actor, g_value_get_float (value));
4562       break;
4563
4564     case PROP_BACKGROUND_COLOR:
4565       clutter_actor_set_background_color (actor, g_value_get_boxed (value));
4566       break;
4567
4568     case PROP_CONTENT:
4569       clutter_actor_set_content (actor, g_value_get_object (value));
4570       break;
4571
4572     case PROP_CONTENT_GRAVITY:
4573       clutter_actor_set_content_gravity (actor, g_value_get_enum (value));
4574       break;
4575
4576     case PROP_MINIFICATION_FILTER:
4577       clutter_actor_set_content_scaling_filters (actor,
4578                                                  g_value_get_enum (value),
4579                                                  actor->priv->mag_filter);
4580       break;
4581
4582     case PROP_MAGNIFICATION_FILTER:
4583       clutter_actor_set_content_scaling_filters (actor,
4584                                                  actor->priv->min_filter,
4585                                                  g_value_get_enum (value));
4586       break;
4587
4588     default:
4589       G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
4590       break;
4591     }
4592 }
4593
4594 static void
4595 clutter_actor_get_property (GObject    *object,
4596                             guint       prop_id,
4597                             GValue     *value,
4598                             GParamSpec *pspec)
4599 {
4600   ClutterActor *actor = CLUTTER_ACTOR (object);
4601   ClutterActorPrivate *priv = actor->priv;
4602
4603   switch (prop_id)
4604     {
4605     case PROP_X:
4606       g_value_set_float (value, clutter_actor_get_x (actor));
4607       break;
4608
4609     case PROP_Y:
4610       g_value_set_float (value, clutter_actor_get_y (actor));
4611       break;
4612
4613     case PROP_WIDTH:
4614       g_value_set_float (value, clutter_actor_get_width (actor));
4615       break;
4616
4617     case PROP_HEIGHT:
4618       g_value_set_float (value, clutter_actor_get_height (actor));
4619       break;
4620
4621     case PROP_FIXED_X:
4622       {
4623         const ClutterLayoutInfo *info;
4624
4625         info = _clutter_actor_get_layout_info_or_defaults (actor);
4626         g_value_set_float (value, info->fixed_x);
4627       }
4628       break;
4629
4630     case PROP_FIXED_Y:
4631       {
4632         const ClutterLayoutInfo *info;
4633
4634         info = _clutter_actor_get_layout_info_or_defaults (actor);
4635         g_value_set_float (value, info->fixed_y);
4636       }
4637       break;
4638
4639     case PROP_FIXED_POSITION_SET:
4640       g_value_set_boolean (value, priv->position_set);
4641       break;
4642
4643     case PROP_MIN_WIDTH:
4644       {
4645         const ClutterLayoutInfo *info;
4646
4647         info = _clutter_actor_get_layout_info_or_defaults (actor);
4648         g_value_set_float (value, info->min_width);
4649       }
4650       break;
4651
4652     case PROP_MIN_HEIGHT:
4653       {
4654         const ClutterLayoutInfo *info;
4655
4656         info = _clutter_actor_get_layout_info_or_defaults (actor);
4657         g_value_set_float (value, info->min_height);
4658       }
4659       break;
4660
4661     case PROP_NATURAL_WIDTH:
4662       {
4663         const ClutterLayoutInfo *info;
4664
4665         info = _clutter_actor_get_layout_info_or_defaults (actor);
4666         g_value_set_float (value, info->natural_width);
4667       }
4668       break;
4669
4670     case PROP_NATURAL_HEIGHT:
4671       {
4672         const ClutterLayoutInfo *info;
4673
4674         info = _clutter_actor_get_layout_info_or_defaults (actor);
4675         g_value_set_float (value, info->natural_height);
4676       }
4677       break;
4678
4679     case PROP_MIN_WIDTH_SET:
4680       g_value_set_boolean (value, priv->min_width_set);
4681       break;
4682
4683     case PROP_MIN_HEIGHT_SET:
4684       g_value_set_boolean (value, priv->min_height_set);
4685       break;
4686
4687     case PROP_NATURAL_WIDTH_SET:
4688       g_value_set_boolean (value, priv->natural_width_set);
4689       break;
4690
4691     case PROP_NATURAL_HEIGHT_SET:
4692       g_value_set_boolean (value, priv->natural_height_set);
4693       break;
4694
4695     case PROP_REQUEST_MODE:
4696       g_value_set_enum (value, priv->request_mode);
4697       break;
4698
4699     case PROP_ALLOCATION:
4700       g_value_set_boxed (value, &priv->allocation);
4701       break;
4702
4703     case PROP_DEPTH:
4704       g_value_set_float (value, clutter_actor_get_depth (actor));
4705       break;
4706
4707     case PROP_OPACITY:
4708       g_value_set_uint (value, priv->opacity);
4709       break;
4710
4711     case PROP_OFFSCREEN_REDIRECT:
4712       g_value_set_enum (value, priv->offscreen_redirect);
4713       break;
4714
4715     case PROP_NAME:
4716       g_value_set_string (value, priv->name);
4717       break;
4718
4719     case PROP_VISIBLE:
4720       g_value_set_boolean (value, CLUTTER_ACTOR_IS_VISIBLE (actor));
4721       break;
4722
4723     case PROP_MAPPED:
4724       g_value_set_boolean (value, CLUTTER_ACTOR_IS_MAPPED (actor));
4725       break;
4726
4727     case PROP_REALIZED:
4728       g_value_set_boolean (value, CLUTTER_ACTOR_IS_REALIZED (actor));
4729       break;
4730
4731     case PROP_HAS_CLIP:
4732       g_value_set_boolean (value, priv->has_clip);
4733       break;
4734
4735     case PROP_CLIP:
4736       {
4737         ClutterGeometry clip;
4738
4739         clip.x      = CLUTTER_NEARBYINT (priv->clip.x);
4740         clip.y      = CLUTTER_NEARBYINT (priv->clip.y);
4741         clip.width  = CLUTTER_NEARBYINT (priv->clip.width);
4742         clip.height = CLUTTER_NEARBYINT (priv->clip.height);
4743
4744         g_value_set_boxed (value, &clip);
4745       }
4746       break;
4747
4748     case PROP_CLIP_TO_ALLOCATION:
4749       g_value_set_boolean (value, priv->clip_to_allocation);
4750       break;
4751
4752     case PROP_SCALE_X:
4753       {
4754         const ClutterTransformInfo *info;
4755
4756         info = _clutter_actor_get_transform_info_or_defaults (actor);
4757         g_value_set_double (value, info->scale_x);
4758       }
4759       break;
4760
4761     case PROP_SCALE_Y:
4762       {
4763         const ClutterTransformInfo *info;
4764
4765         info = _clutter_actor_get_transform_info_or_defaults (actor);
4766         g_value_set_double (value, info->scale_y);
4767       }
4768       break;
4769
4770     case PROP_SCALE_CENTER_X:
4771       {
4772         gfloat center;
4773
4774         clutter_actor_get_scale_center (actor, &center, NULL);
4775
4776         g_value_set_float (value, center);
4777       }
4778       break;
4779
4780     case PROP_SCALE_CENTER_Y:
4781       {
4782         gfloat center;
4783
4784         clutter_actor_get_scale_center (actor, NULL, &center);
4785
4786         g_value_set_float (value, center);
4787       }
4788       break;
4789
4790     case PROP_SCALE_GRAVITY:
4791       g_value_set_enum (value, clutter_actor_get_scale_gravity (actor));
4792       break;
4793
4794     case PROP_REACTIVE:
4795       g_value_set_boolean (value, clutter_actor_get_reactive (actor));
4796       break;
4797
4798     case PROP_ROTATION_ANGLE_X:
4799       {
4800         const ClutterTransformInfo *info;
4801
4802         info = _clutter_actor_get_transform_info_or_defaults (actor);
4803         g_value_set_double (value, info->rx_angle);
4804       }
4805       break;
4806
4807     case PROP_ROTATION_ANGLE_Y:
4808       {
4809         const ClutterTransformInfo *info;
4810
4811         info = _clutter_actor_get_transform_info_or_defaults (actor);
4812         g_value_set_double (value, info->ry_angle);
4813       }
4814       break;
4815
4816     case PROP_ROTATION_ANGLE_Z:
4817       {
4818         const ClutterTransformInfo *info;
4819
4820         info = _clutter_actor_get_transform_info_or_defaults (actor);
4821         g_value_set_double (value, info->rz_angle);
4822       }
4823       break;
4824
4825     case PROP_ROTATION_CENTER_X:
4826       {
4827         ClutterVertex center;
4828
4829         clutter_actor_get_rotation (actor, CLUTTER_X_AXIS,
4830                                     &center.x,
4831                                     &center.y,
4832                                     &center.z);
4833
4834         g_value_set_boxed (value, &center);
4835       }
4836       break;
4837
4838     case PROP_ROTATION_CENTER_Y:
4839       {
4840         ClutterVertex center;
4841
4842         clutter_actor_get_rotation (actor, CLUTTER_Y_AXIS,
4843                                     &center.x,
4844                                     &center.y,
4845                                     &center.z);
4846
4847         g_value_set_boxed (value, &center);
4848       }
4849       break;
4850
4851     case PROP_ROTATION_CENTER_Z:
4852       {
4853         ClutterVertex center;
4854
4855         clutter_actor_get_rotation (actor, CLUTTER_Z_AXIS,
4856                                     &center.x,
4857                                     &center.y,
4858                                     &center.z);
4859
4860         g_value_set_boxed (value, &center);
4861       }
4862       break;
4863
4864     case PROP_ROTATION_CENTER_Z_GRAVITY:
4865       g_value_set_enum (value, clutter_actor_get_z_rotation_gravity (actor));
4866       break;
4867
4868     case PROP_ANCHOR_X:
4869       {
4870         const ClutterTransformInfo *info;
4871         gfloat anchor_x;
4872
4873         info = _clutter_actor_get_transform_info_or_defaults (actor);
4874         clutter_anchor_coord_get_units (actor, &info->anchor,
4875                                         &anchor_x,
4876                                         NULL,
4877                                         NULL);
4878         g_value_set_float (value, anchor_x);
4879       }
4880       break;
4881
4882     case PROP_ANCHOR_Y:
4883       {
4884         const ClutterTransformInfo *info;
4885         gfloat anchor_y;
4886
4887         info = _clutter_actor_get_transform_info_or_defaults (actor);
4888         clutter_anchor_coord_get_units (actor, &info->anchor,
4889                                         NULL,
4890                                         &anchor_y,
4891                                         NULL);
4892         g_value_set_float (value, anchor_y);
4893       }
4894       break;
4895
4896     case PROP_ANCHOR_GRAVITY:
4897       g_value_set_enum (value, clutter_actor_get_anchor_point_gravity (actor));
4898       break;
4899
4900     case PROP_SHOW_ON_SET_PARENT:
4901       g_value_set_boolean (value, priv->show_on_set_parent);
4902       break;
4903
4904     case PROP_TEXT_DIRECTION:
4905       g_value_set_enum (value, priv->text_direction);
4906       break;
4907
4908     case PROP_HAS_POINTER:
4909       g_value_set_boolean (value, priv->has_pointer);
4910       break;
4911
4912     case PROP_LAYOUT_MANAGER:
4913       g_value_set_object (value, priv->layout_manager);
4914       break;
4915
4916     case PROP_X_ALIGN:
4917       {
4918         const ClutterLayoutInfo *info;
4919
4920         info = _clutter_actor_get_layout_info_or_defaults (actor);
4921         g_value_set_enum (value, info->x_align);
4922       }
4923       break;
4924
4925     case PROP_Y_ALIGN:
4926       {
4927         const ClutterLayoutInfo *info;
4928
4929         info = _clutter_actor_get_layout_info_or_defaults (actor);
4930         g_value_set_enum (value, info->y_align);
4931       }
4932       break;
4933
4934     case PROP_MARGIN_TOP:
4935       {
4936         const ClutterLayoutInfo *info;
4937
4938         info = _clutter_actor_get_layout_info_or_defaults (actor);
4939         g_value_set_float (value, info->margin.top);
4940       }
4941       break;
4942
4943     case PROP_MARGIN_BOTTOM:
4944       {
4945         const ClutterLayoutInfo *info;
4946
4947         info = _clutter_actor_get_layout_info_or_defaults (actor);
4948         g_value_set_float (value, info->margin.bottom);
4949       }
4950       break;
4951
4952     case PROP_MARGIN_LEFT:
4953       {
4954         const ClutterLayoutInfo *info;
4955
4956         info = _clutter_actor_get_layout_info_or_defaults (actor);
4957         g_value_set_float (value, info->margin.left);
4958       }
4959       break;
4960
4961     case PROP_MARGIN_RIGHT:
4962       {
4963         const ClutterLayoutInfo *info;
4964
4965         info = _clutter_actor_get_layout_info_or_defaults (actor);
4966         g_value_set_float (value, info->margin.right);
4967       }
4968       break;
4969
4970     case PROP_BACKGROUND_COLOR_SET:
4971       g_value_set_boolean (value, priv->bg_color_set);
4972       break;
4973
4974     case PROP_BACKGROUND_COLOR:
4975       g_value_set_boxed (value, &priv->bg_color);
4976       break;
4977
4978     case PROP_FIRST_CHILD:
4979       g_value_set_object (value, priv->first_child);
4980       break;
4981
4982     case PROP_LAST_CHILD:
4983       g_value_set_object (value, priv->last_child);
4984       break;
4985
4986     case PROP_CONTENT:
4987       g_value_set_object (value, priv->content);
4988       break;
4989
4990     case PROP_CONTENT_GRAVITY:
4991       g_value_set_enum (value, priv->content_gravity);
4992       break;
4993
4994     case PROP_CONTENT_BOX:
4995       {
4996         ClutterActorBox box = { 0, };
4997
4998         clutter_actor_get_content_box (actor, &box);
4999         g_value_set_boxed (value, &box);
5000       }
5001       break;
5002
5003     case PROP_MINIFICATION_FILTER:
5004       g_value_set_enum (value, priv->min_filter);
5005       break;
5006
5007     case PROP_MAGNIFICATION_FILTER:
5008       g_value_set_enum (value, priv->mag_filter);
5009       break;
5010
5011     default:
5012       G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
5013       break;
5014     }
5015 }
5016
5017 static void
5018 clutter_actor_dispose (GObject *object)
5019 {
5020   ClutterActor *self = CLUTTER_ACTOR (object);
5021   ClutterActorPrivate *priv = self->priv;
5022
5023   CLUTTER_NOTE (MISC, "Disposing of object (id=%d) of type '%s' (ref_count:%d)",
5024                 priv->id,
5025                 g_type_name (G_OBJECT_TYPE (self)),
5026                 object->ref_count);
5027
5028   g_signal_emit (self, actor_signals[DESTROY], 0);
5029
5030   /* avoid recursing when called from clutter_actor_destroy() */
5031   if (priv->parent != NULL)
5032     {
5033       ClutterActor *parent = priv->parent;
5034
5035       /* go through the Container implementation unless this
5036        * is an internal child and has been marked as such.
5037        *
5038        * removing the actor from its parent will reset the
5039        * realized and mapped states.
5040        */
5041       if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
5042         clutter_container_remove_actor (CLUTTER_CONTAINER (parent), self);
5043       else
5044         clutter_actor_remove_child_internal (parent, self,
5045                                              REMOVE_CHILD_LEGACY_FLAGS);
5046     }
5047
5048   /* parent must be gone at this point */
5049   g_assert (priv->parent == NULL);
5050
5051   if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
5052     {
5053       /* can't be mapped or realized with no parent */
5054       g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
5055       g_assert (!CLUTTER_ACTOR_IS_REALIZED (self));
5056     }
5057
5058   g_clear_object (&priv->pango_context);
5059   g_clear_object (&priv->actions);
5060   g_clear_object (&priv->constraints);
5061   g_clear_object (&priv->effects);
5062   g_clear_object (&priv->flatten_effect);
5063
5064   if (priv->layout_manager != NULL)
5065     {
5066       clutter_layout_manager_set_container (priv->layout_manager, NULL);
5067       g_clear_object (&priv->layout_manager);
5068     }
5069
5070   if (priv->content != NULL)
5071     {
5072       _clutter_content_detached (priv->content, self);
5073       g_clear_object (&priv->content);
5074     }
5075
5076   G_OBJECT_CLASS (clutter_actor_parent_class)->dispose (object);
5077 }
5078
5079 static void
5080 clutter_actor_finalize (GObject *object)
5081 {
5082   ClutterActorPrivate *priv = CLUTTER_ACTOR (object)->priv;
5083
5084   CLUTTER_NOTE (MISC, "Finalize actor (name='%s', id=%d) of type '%s'",
5085                 priv->name != NULL ? priv->name : "<none>",
5086                 priv->id,
5087                 g_type_name (G_OBJECT_TYPE (object)));
5088
5089   _clutter_context_release_id (priv->id);
5090
5091   g_free (priv->name);
5092
5093   G_OBJECT_CLASS (clutter_actor_parent_class)->finalize (object);
5094 }
5095
5096
5097 /**
5098  * clutter_actor_get_accessible:
5099  * @self: a #ClutterActor
5100  *
5101  * Returns the accessible object that describes the actor to an
5102  * assistive technology.
5103  *
5104  * If no class-specific #AtkObject implementation is available for the
5105  * actor instance in question, it will inherit an #AtkObject
5106  * implementation from the first ancestor class for which such an
5107  * implementation is defined.
5108  *
5109  * The documentation of the <ulink
5110  * url="http://developer.gnome.org/doc/API/2.0/atk/index.html">ATK</ulink>
5111  * library contains more information about accessible objects and
5112  * their uses.
5113  *
5114  * Returns: (transfer none): the #AtkObject associated with @actor
5115  */
5116 AtkObject *
5117 clutter_actor_get_accessible (ClutterActor *self)
5118 {
5119   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
5120
5121   return CLUTTER_ACTOR_GET_CLASS (self)->get_accessible (self);
5122 }
5123
5124 static AtkObject *
5125 clutter_actor_real_get_accessible (ClutterActor *actor)
5126 {
5127   return atk_gobject_accessible_for_object (G_OBJECT (actor));
5128 }
5129
5130 static AtkObject *
5131 _clutter_actor_ref_accessible (AtkImplementor *implementor)
5132 {
5133   AtkObject *accessible;
5134
5135   accessible = clutter_actor_get_accessible (CLUTTER_ACTOR (implementor));
5136   if (accessible != NULL)
5137     g_object_ref (accessible);
5138
5139   return accessible;
5140 }
5141
5142 static void
5143 atk_implementor_iface_init (AtkImplementorIface *iface)
5144 {
5145   iface->ref_accessible = _clutter_actor_ref_accessible;
5146 }
5147
5148 static gboolean
5149 clutter_actor_update_default_paint_volume (ClutterActor       *self,
5150                                            ClutterPaintVolume *volume)
5151 {
5152   ClutterActorPrivate *priv = self->priv;
5153   gboolean res = FALSE;
5154
5155   /* we start from the allocation */
5156   clutter_paint_volume_set_width (volume,
5157                                   priv->allocation.x2 - priv->allocation.x1);
5158   clutter_paint_volume_set_height (volume,
5159                                    priv->allocation.y2 - priv->allocation.y1);
5160
5161   /* if the actor has a clip set then we have a pretty definite
5162    * size for the paint volume: the actor cannot possibly paint
5163    * outside the clip region.
5164    */
5165   if (priv->clip_to_allocation)
5166     {
5167       /* the allocation has already been set, so we just flip the
5168        * return value
5169        */
5170       res = TRUE;
5171     }
5172   else
5173     {
5174       ClutterActor *child;
5175
5176       if (priv->has_clip &&
5177           priv->clip.width >= 0 &&
5178           priv->clip.height >= 0)
5179         {
5180           ClutterVertex origin;
5181
5182           origin.x = priv->clip.x;
5183           origin.y = priv->clip.y;
5184           origin.z = 0;
5185
5186           clutter_paint_volume_set_origin (volume, &origin);
5187           clutter_paint_volume_set_width (volume, priv->clip.width);
5188           clutter_paint_volume_set_height (volume, priv->clip.height);
5189
5190           res = TRUE;
5191         }
5192
5193       /* if we don't have children we just bail out here... */
5194       if (priv->n_children == 0)
5195         return res;
5196
5197       /* ...but if we have children then we ask for their paint volume in
5198        * our coordinates. if any of our children replies that it doesn't
5199        * have a paint volume, we bail out
5200        */
5201       for (child = priv->first_child;
5202            child != NULL;
5203            child = child->priv->next_sibling)
5204         {
5205           const ClutterPaintVolume *child_volume;
5206
5207           child_volume = clutter_actor_get_transformed_paint_volume (child, self);
5208           if (child_volume == NULL)
5209             {
5210               res = FALSE;
5211               break;
5212             }
5213
5214           clutter_paint_volume_union (volume, child_volume);
5215           res = TRUE;
5216         }
5217     }
5218
5219   return res;
5220
5221 }
5222
5223 static gboolean
5224 clutter_actor_real_get_paint_volume (ClutterActor       *self,
5225                                      ClutterPaintVolume *volume)
5226 {
5227   ClutterActorClass *klass;
5228   gboolean res;
5229
5230   klass = CLUTTER_ACTOR_GET_CLASS (self);
5231
5232   /* XXX - this thoroughly sucks, but we don't want to penalize users
5233    * who use ClutterActor as a "new ClutterGroup" by forcing a full-stage
5234    * redraw. This should go away in 2.0.
5235    */
5236   if (klass->paint == clutter_actor_real_paint &&
5237       klass->get_paint_volume == clutter_actor_real_get_paint_volume)
5238     {
5239       res = TRUE;
5240     }
5241   else
5242     {
5243       /* this is the default return value: we cannot know if a class
5244        * is going to paint outside its allocation, so we take the
5245        * conservative approach.
5246        */
5247       res = FALSE;
5248     }
5249
5250   if (clutter_actor_update_default_paint_volume (self, volume))
5251     return res;
5252
5253   return FALSE;
5254 }
5255
5256 /**
5257  * clutter_actor_get_default_paint_volume:
5258  * @self: a #ClutterActor
5259  *
5260  * Retrieves the default paint volume for @self.
5261  *
5262  * This function provides the same #ClutterPaintVolume that would be
5263  * computed by the default implementation inside #ClutterActor of the
5264  * #ClutterActorClass.get_paint_volume() virtual function.
5265  *
5266  * This function should only be used by #ClutterActor subclasses that
5267  * cannot chain up to the parent implementation when computing their
5268  * paint volume.
5269  *
5270  * Return value: (transfer none): a pointer to the default
5271  *   #ClutterPaintVolume, relative to the #ClutterActor, or %NULL if
5272  *   the actor could not compute a valid paint volume. The returned value
5273  *   is not guaranteed to be stable across multiple frames, so if you
5274  *   want to retain it, you will need to copy it using
5275  *   clutter_paint_volume_copy().
5276  *
5277  * Since: 1.10
5278  */
5279 const ClutterPaintVolume *
5280 clutter_actor_get_default_paint_volume (ClutterActor *self)
5281 {
5282   ClutterPaintVolume volume;
5283   ClutterPaintVolume *res;
5284
5285   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
5286
5287   res = NULL;
5288   _clutter_paint_volume_init_static (&volume, self);
5289   if (clutter_actor_update_default_paint_volume (self, &volume))
5290     {
5291       ClutterActor *stage = _clutter_actor_get_stage_internal (self);
5292
5293       if (stage != NULL)
5294         {
5295           res = _clutter_stage_paint_volume_stack_allocate (CLUTTER_STAGE (stage));
5296           _clutter_paint_volume_copy_static (&volume, res);
5297         }
5298     }
5299
5300   clutter_paint_volume_free (&volume);
5301
5302   return res;
5303 }
5304
5305 static gboolean
5306 clutter_actor_real_has_overlaps (ClutterActor *self)
5307 {
5308   /* By default we'll assume that all actors need an offscreen redirect to get
5309    * the correct opacity. Actors such as ClutterTexture that would never need
5310    * an offscreen redirect can override this to return FALSE. */
5311   return TRUE;
5312 }
5313
5314 static void
5315 clutter_actor_real_destroy (ClutterActor *actor)
5316 {
5317   ClutterActorIter iter;
5318
5319   g_object_freeze_notify (G_OBJECT (actor));
5320
5321   clutter_actor_iter_init (&iter, actor);
5322   while (clutter_actor_iter_next (&iter, NULL))
5323     clutter_actor_iter_destroy (&iter);
5324
5325   g_object_thaw_notify (G_OBJECT (actor));
5326 }
5327
5328 static GObject *
5329 clutter_actor_constructor (GType gtype,
5330                            guint n_props,
5331                            GObjectConstructParam *props)
5332 {
5333   GObjectClass *gobject_class;
5334   ClutterActor *self;
5335   GObject *retval;
5336
5337   gobject_class = G_OBJECT_CLASS (clutter_actor_parent_class);
5338   retval = gobject_class->constructor (gtype, n_props, props);
5339   self = CLUTTER_ACTOR (retval);
5340
5341   if (self->priv->layout_manager == NULL)
5342     {
5343       ClutterLayoutManager *default_layout;
5344
5345       CLUTTER_NOTE (LAYOUT, "Creating default layout manager");
5346
5347       default_layout = clutter_fixed_layout_new ();
5348       clutter_actor_set_layout_manager (self, default_layout);
5349     }
5350
5351   return retval;
5352 }
5353
5354 static void
5355 clutter_actor_class_init (ClutterActorClass *klass)
5356 {
5357   GObjectClass *object_class = G_OBJECT_CLASS (klass);
5358
5359   quark_shader_data = g_quark_from_static_string ("-clutter-actor-shader-data");
5360   quark_actor_layout_info = g_quark_from_static_string ("-clutter-actor-layout-info");
5361   quark_actor_transform_info = g_quark_from_static_string ("-clutter-actor-transform-info");
5362   quark_actor_animation_info = g_quark_from_static_string ("-clutter-actor-animation-info");
5363
5364   object_class->constructor = clutter_actor_constructor;
5365   object_class->set_property = clutter_actor_set_property;
5366   object_class->get_property = clutter_actor_get_property;
5367   object_class->dispose = clutter_actor_dispose;
5368   object_class->finalize = clutter_actor_finalize;
5369
5370   klass->show = clutter_actor_real_show;
5371   klass->show_all = clutter_actor_show;
5372   klass->hide = clutter_actor_real_hide;
5373   klass->hide_all = clutter_actor_hide;
5374   klass->map = clutter_actor_real_map;
5375   klass->unmap = clutter_actor_real_unmap;
5376   klass->unrealize = clutter_actor_real_unrealize;
5377   klass->pick = clutter_actor_real_pick;
5378   klass->get_preferred_width = clutter_actor_real_get_preferred_width;
5379   klass->get_preferred_height = clutter_actor_real_get_preferred_height;
5380   klass->allocate = clutter_actor_real_allocate;
5381   klass->queue_redraw = clutter_actor_real_queue_redraw;
5382   klass->queue_relayout = clutter_actor_real_queue_relayout;
5383   klass->apply_transform = clutter_actor_real_apply_transform;
5384   klass->get_accessible = clutter_actor_real_get_accessible;
5385   klass->get_paint_volume = clutter_actor_real_get_paint_volume;
5386   klass->has_overlaps = clutter_actor_real_has_overlaps;
5387   klass->paint = clutter_actor_real_paint;
5388   klass->destroy = clutter_actor_real_destroy;
5389
5390   g_type_class_add_private (klass, sizeof (ClutterActorPrivate));
5391
5392   /**
5393    * ClutterActor:x:
5394    *
5395    * X coordinate of the actor in pixels. If written, forces a fixed
5396    * position for the actor. If read, returns the fixed position if any,
5397    * otherwise the allocation if available, otherwise 0.
5398    *
5399    * The #ClutterActor:x property is animatable.
5400    */
5401   obj_props[PROP_X] =
5402     g_param_spec_float ("x",
5403                         P_("X coordinate"),
5404                         P_("X coordinate of the actor"),
5405                         -G_MAXFLOAT, G_MAXFLOAT,
5406                         0.0,
5407                         G_PARAM_READWRITE |
5408                         G_PARAM_STATIC_STRINGS |
5409                         CLUTTER_PARAM_ANIMATABLE);
5410
5411   /**
5412    * ClutterActor:y:
5413    *
5414    * Y coordinate of the actor in pixels. If written, forces a fixed
5415    * position for the actor.  If read, returns the fixed position if
5416    * any, otherwise the allocation if available, otherwise 0.
5417    *
5418    * The #ClutterActor:y property is animatable.
5419    */
5420   obj_props[PROP_Y] =
5421     g_param_spec_float ("y",
5422                         P_("Y coordinate"),
5423                         P_("Y coordinate of the actor"),
5424                         -G_MAXFLOAT, G_MAXFLOAT,
5425                         0.0,
5426                         G_PARAM_READWRITE |
5427                         G_PARAM_STATIC_STRINGS |
5428                         CLUTTER_PARAM_ANIMATABLE);
5429
5430   /**
5431    * ClutterActor:width:
5432    *
5433    * Width of the actor (in pixels). If written, forces the minimum and
5434    * natural size request of the actor to the given width. If read, returns
5435    * the allocated width if available, otherwise the width request.
5436    *
5437    * The #ClutterActor:width property is animatable.
5438    */
5439   obj_props[PROP_WIDTH] =
5440     g_param_spec_float ("width",
5441                         P_("Width"),
5442                         P_("Width of the actor"),
5443                         0.0, G_MAXFLOAT,
5444                         0.0,
5445                         G_PARAM_READWRITE |
5446                         G_PARAM_STATIC_STRINGS |
5447                         CLUTTER_PARAM_ANIMATABLE);
5448
5449   /**
5450    * ClutterActor:height:
5451    *
5452    * Height of the actor (in pixels).  If written, forces the minimum and
5453    * natural size request of the actor to the given height. If read, returns
5454    * the allocated height if available, otherwise the height request.
5455    *
5456    * The #ClutterActor:height property is animatable.
5457    */
5458   obj_props[PROP_HEIGHT] =
5459     g_param_spec_float ("height",
5460                         P_("Height"),
5461                         P_("Height of the actor"),
5462                         0.0, G_MAXFLOAT,
5463                         0.0,
5464                         G_PARAM_READWRITE |
5465                         G_PARAM_STATIC_STRINGS |
5466                         CLUTTER_PARAM_ANIMATABLE);
5467
5468   /**
5469    * ClutterActor:fixed-x:
5470    *
5471    * The fixed X position of the actor in pixels.
5472    *
5473    * Writing this property sets #ClutterActor:fixed-position-set
5474    * property as well, as a side effect
5475    *
5476    * Since: 0.8
5477    */
5478   obj_props[PROP_FIXED_X] =
5479     g_param_spec_float ("fixed-x",
5480                         P_("Fixed X"),
5481                         P_("Forced X position of the actor"),
5482                         -G_MAXFLOAT, G_MAXFLOAT,
5483                         0.0,
5484                         CLUTTER_PARAM_READWRITE);
5485
5486   /**
5487    * ClutterActor:fixed-y:
5488    *
5489    * The fixed Y position of the actor in pixels.
5490    *
5491    * Writing this property sets the #ClutterActor:fixed-position-set
5492    * property as well, as a side effect
5493    *
5494    * Since: 0.8
5495    */
5496   obj_props[PROP_FIXED_Y] =
5497     g_param_spec_float ("fixed-y",
5498                         P_("Fixed Y"),
5499                         P_("Forced Y position of the actor"),
5500                         -G_MAXFLOAT, G_MAXFLOAT,
5501                         0,
5502                         CLUTTER_PARAM_READWRITE);
5503
5504   /**
5505    * ClutterActor:fixed-position-set:
5506    *
5507    * This flag controls whether the #ClutterActor:fixed-x and
5508    * #ClutterActor:fixed-y properties are used
5509    *
5510    * Since: 0.8
5511    */
5512   obj_props[PROP_FIXED_POSITION_SET] =
5513     g_param_spec_boolean ("fixed-position-set",
5514                           P_("Fixed position set"),
5515                           P_("Whether to use fixed positioning for the actor"),
5516                           FALSE,
5517                           CLUTTER_PARAM_READWRITE);
5518
5519   /**
5520    * ClutterActor:min-width:
5521    *
5522    * A forced minimum width request for the actor, in pixels
5523    *
5524    * Writing this property sets the #ClutterActor:min-width-set property
5525    * as well, as a side effect.
5526    *
5527    *This property overrides the usual width request of the actor.
5528    *
5529    * Since: 0.8
5530    */
5531   obj_props[PROP_MIN_WIDTH] =
5532     g_param_spec_float ("min-width",
5533                         P_("Min Width"),
5534                         P_("Forced minimum width request for the actor"),
5535                         0.0, G_MAXFLOAT,
5536                         0.0,
5537                         CLUTTER_PARAM_READWRITE);
5538
5539   /**
5540    * ClutterActor:min-height:
5541    *
5542    * A forced minimum height request for the actor, in pixels
5543    *
5544    * Writing this property sets the #ClutterActor:min-height-set property
5545    * as well, as a side effect. This property overrides the usual height
5546    * request of the actor.
5547    *
5548    * Since: 0.8
5549    */
5550   obj_props[PROP_MIN_HEIGHT] =
5551     g_param_spec_float ("min-height",
5552                         P_("Min Height"),
5553                         P_("Forced minimum height request for the actor"),
5554                         0.0, G_MAXFLOAT,
5555                         0.0,
5556                         CLUTTER_PARAM_READWRITE);
5557
5558   /**
5559    * ClutterActor:natural-width:
5560    *
5561    * A forced natural width request for the actor, in pixels
5562    *
5563    * Writing this property sets the #ClutterActor:natural-width-set
5564    * property as well, as a side effect. This property overrides the
5565    * usual width request of the actor
5566    *
5567    * Since: 0.8
5568    */
5569   obj_props[PROP_NATURAL_WIDTH] =
5570     g_param_spec_float ("natural-width",
5571                         P_("Natural Width"),
5572                         P_("Forced natural width request for the actor"),
5573                         0.0, G_MAXFLOAT,
5574                         0.0,
5575                         CLUTTER_PARAM_READWRITE);
5576
5577   /**
5578    * ClutterActor:natural-height:
5579    *
5580    * A forced natural height request for the actor, in pixels
5581    *
5582    * Writing this property sets the #ClutterActor:natural-height-set
5583    * property as well, as a side effect. This property overrides the
5584    * usual height request of the actor
5585    *
5586    * Since: 0.8
5587    */
5588   obj_props[PROP_NATURAL_HEIGHT] =
5589     g_param_spec_float ("natural-height",
5590                         P_("Natural Height"),
5591                         P_("Forced natural height request for the actor"),
5592                         0.0, G_MAXFLOAT,
5593                         0.0,
5594                         CLUTTER_PARAM_READWRITE);
5595
5596   /**
5597    * ClutterActor:min-width-set:
5598    *
5599    * This flag controls whether the #ClutterActor:min-width property
5600    * is used
5601    *
5602    * Since: 0.8
5603    */
5604   obj_props[PROP_MIN_WIDTH_SET] =
5605     g_param_spec_boolean ("min-width-set",
5606                           P_("Minimum width set"),
5607                           P_("Whether to use the min-width property"),
5608                           FALSE,
5609                           CLUTTER_PARAM_READWRITE);
5610
5611   /**
5612    * ClutterActor:min-height-set:
5613    *
5614    * This flag controls whether the #ClutterActor:min-height property
5615    * is used
5616    *
5617    * Since: 0.8
5618    */
5619   obj_props[PROP_MIN_HEIGHT_SET] =
5620     g_param_spec_boolean ("min-height-set",
5621                           P_("Minimum height set"),
5622                           P_("Whether to use the min-height property"),
5623                           FALSE,
5624                           CLUTTER_PARAM_READWRITE);
5625
5626   /**
5627    * ClutterActor:natural-width-set:
5628    *
5629    * This flag controls whether the #ClutterActor:natural-width property
5630    * is used
5631    *
5632    * Since: 0.8
5633    */
5634   obj_props[PROP_NATURAL_WIDTH_SET] =
5635     g_param_spec_boolean ("natural-width-set",
5636                           P_("Natural width set"),
5637                           P_("Whether to use the natural-width property"),
5638                           FALSE,
5639                           CLUTTER_PARAM_READWRITE);
5640
5641   /**
5642    * ClutterActor:natural-height-set:
5643    *
5644    * This flag controls whether the #ClutterActor:natural-height property
5645    * is used
5646    *
5647    * Since: 0.8
5648    */
5649   obj_props[PROP_NATURAL_HEIGHT_SET] =
5650     g_param_spec_boolean ("natural-height-set",
5651                           P_("Natural height set"),
5652                           P_("Whether to use the natural-height property"),
5653                           FALSE,
5654                           CLUTTER_PARAM_READWRITE);
5655
5656   /**
5657    * ClutterActor:allocation:
5658    *
5659    * The allocation for the actor, in pixels
5660    *
5661    * This is property is read-only, but you might monitor it to know when an
5662    * actor moves or resizes
5663    *
5664    * Since: 0.8
5665    */
5666   obj_props[PROP_ALLOCATION] =
5667     g_param_spec_boxed ("allocation",
5668                         P_("Allocation"),
5669                         P_("The actor's allocation"),
5670                         CLUTTER_TYPE_ACTOR_BOX,
5671                         CLUTTER_PARAM_READABLE);
5672
5673   /**
5674    * ClutterActor:request-mode:
5675    *
5676    * Request mode for the #ClutterActor. The request mode determines the
5677    * type of geometry management used by the actor, either height for width
5678    * (the default) or width for height.
5679    *
5680    * For actors implementing height for width, the parent container should get
5681    * the preferred width first, and then the preferred height for that width.
5682    *
5683    * For actors implementing width for height, the parent container should get
5684    * the preferred height first, and then the preferred width for that height.
5685    *
5686    * For instance:
5687    *
5688    * |[
5689    *   ClutterRequestMode mode;
5690    *   gfloat natural_width, min_width;
5691    *   gfloat natural_height, min_height;
5692    *
5693    *   mode = clutter_actor_get_request_mode (child);
5694    *   if (mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
5695    *     {
5696    *       clutter_actor_get_preferred_width (child, -1,
5697    *                                          &amp;min_width,
5698    *                                          &amp;natural_width);
5699    *       clutter_actor_get_preferred_height (child, natural_width,
5700    *                                           &amp;min_height,
5701    *                                           &amp;natural_height);
5702    *     }
5703    *   else
5704    *     {
5705    *       clutter_actor_get_preferred_height (child, -1,
5706    *                                           &amp;min_height,
5707    *                                           &amp;natural_height);
5708    *       clutter_actor_get_preferred_width (child, natural_height,
5709    *                                          &amp;min_width,
5710    *                                          &amp;natural_width);
5711    *     }
5712    * ]|
5713    *
5714    * will retrieve the minimum and natural width and height depending on the
5715    * preferred request mode of the #ClutterActor "child".
5716    *
5717    * The clutter_actor_get_preferred_size() function will implement this
5718    * check for you.
5719    *
5720    * Since: 0.8
5721    */
5722   obj_props[PROP_REQUEST_MODE] =
5723     g_param_spec_enum ("request-mode",
5724                        P_("Request Mode"),
5725                        P_("The actor's request mode"),
5726                        CLUTTER_TYPE_REQUEST_MODE,
5727                        CLUTTER_REQUEST_HEIGHT_FOR_WIDTH,
5728                        CLUTTER_PARAM_READWRITE);
5729
5730   /**
5731    * ClutterActor:depth:
5732    *
5733    * The position of the actor on the Z axis.
5734    *
5735    * The #ClutterActor:depth property is relative to the parent's
5736    * modelview matrix.
5737    *
5738    * The #ClutterActor:depth property is animatable.
5739    *
5740    * Since: 0.6
5741    */
5742   obj_props[PROP_DEPTH] =
5743     g_param_spec_float ("depth",
5744                         P_("Depth"),
5745                         P_("Position on the Z axis"),
5746                         -G_MAXFLOAT, G_MAXFLOAT,
5747                         0.0,
5748                         G_PARAM_READWRITE |
5749                         G_PARAM_STATIC_STRINGS |
5750                         CLUTTER_PARAM_ANIMATABLE);
5751
5752   /**
5753    * ClutterActor:opacity:
5754    *
5755    * Opacity of an actor, between 0 (fully transparent) and
5756    * 255 (fully opaque)
5757    *
5758    * The #ClutterActor:opacity property is animatable.
5759    */
5760   obj_props[PROP_OPACITY] =
5761     g_param_spec_uint ("opacity",
5762                        P_("Opacity"),
5763                        P_("Opacity of an actor"),
5764                        0, 255,
5765                        255,
5766                        G_PARAM_READWRITE |
5767                        G_PARAM_STATIC_STRINGS |
5768                        CLUTTER_PARAM_ANIMATABLE);
5769
5770   /**
5771    * ClutterActor:offscreen-redirect:
5772    *
5773    * Determines the conditions in which the actor will be redirected
5774    * to an offscreen framebuffer while being painted. For example this
5775    * can be used to cache an actor in a framebuffer or for improved
5776    * handling of transparent actors. See
5777    * clutter_actor_set_offscreen_redirect() for details.
5778    *
5779    * Since: 1.8
5780    */
5781   obj_props[PROP_OFFSCREEN_REDIRECT] =
5782     g_param_spec_flags ("offscreen-redirect",
5783                         P_("Offscreen redirect"),
5784                         P_("Flags controlling when to flatten the actor into a single image"),
5785                         CLUTTER_TYPE_OFFSCREEN_REDIRECT,
5786                         0,
5787                         CLUTTER_PARAM_READWRITE);
5788
5789   /**
5790    * ClutterActor:visible:
5791    *
5792    * Whether the actor is set to be visible or not
5793    *
5794    * See also #ClutterActor:mapped
5795    */
5796   obj_props[PROP_VISIBLE] =
5797     g_param_spec_boolean ("visible",
5798                           P_("Visible"),
5799                           P_("Whether the actor is visible or not"),
5800                           FALSE,
5801                           CLUTTER_PARAM_READWRITE);
5802
5803   /**
5804    * ClutterActor:mapped:
5805    *
5806    * Whether the actor is mapped (will be painted when the stage
5807    * to which it belongs is mapped)
5808    *
5809    * Since: 1.0
5810    */
5811   obj_props[PROP_MAPPED] =
5812     g_param_spec_boolean ("mapped",
5813                           P_("Mapped"),
5814                           P_("Whether the actor will be painted"),
5815                           FALSE,
5816                           CLUTTER_PARAM_READABLE);
5817
5818   /**
5819    * ClutterActor:realized:
5820    *
5821    * Whether the actor has been realized
5822    *
5823    * Since: 1.0
5824    */
5825   obj_props[PROP_REALIZED] =
5826     g_param_spec_boolean ("realized",
5827                           P_("Realized"),
5828                           P_("Whether the actor has been realized"),
5829                           FALSE,
5830                           CLUTTER_PARAM_READABLE);
5831
5832   /**
5833    * ClutterActor:reactive:
5834    *
5835    * Whether the actor is reactive to events or not
5836    *
5837    * Only reactive actors will emit event-related signals
5838    *
5839    * Since: 0.6
5840    */
5841   obj_props[PROP_REACTIVE] =
5842     g_param_spec_boolean ("reactive",
5843                           P_("Reactive"),
5844                           P_("Whether the actor is reactive to events"),
5845                           FALSE,
5846                           CLUTTER_PARAM_READWRITE);
5847
5848   /**
5849    * ClutterActor:has-clip:
5850    *
5851    * Whether the actor has the #ClutterActor:clip property set or not
5852    */
5853   obj_props[PROP_HAS_CLIP] =
5854     g_param_spec_boolean ("has-clip",
5855                           P_("Has Clip"),
5856                           P_("Whether the actor has a clip set"),
5857                           FALSE,
5858                           CLUTTER_PARAM_READABLE);
5859
5860   /**
5861    * ClutterActor:clip:
5862    *
5863    * The clip region for the actor, in actor-relative coordinates
5864    *
5865    * Every part of the actor outside the clip region will not be
5866    * painted
5867    */
5868   obj_props[PROP_CLIP] =
5869     g_param_spec_boxed ("clip",
5870                         P_("Clip"),
5871                         P_("The clip region for the actor"),
5872                         CLUTTER_TYPE_GEOMETRY,
5873                         CLUTTER_PARAM_READWRITE);
5874
5875   /**
5876    * ClutterActor:name:
5877    *
5878    * The name of the actor
5879    *
5880    * Since: 0.2
5881    */
5882   obj_props[PROP_NAME] =
5883     g_param_spec_string ("name",
5884                          P_("Name"),
5885                          P_("Name of the actor"),
5886                          NULL,
5887                          CLUTTER_PARAM_READWRITE);
5888
5889   /**
5890    * ClutterActor:scale-x:
5891    *
5892    * The horizontal scale of the actor.
5893    *
5894    * The #ClutterActor:scale-x property is animatable.
5895    *
5896    * Since: 0.6
5897    */
5898   obj_props[PROP_SCALE_X] =
5899     g_param_spec_double ("scale-x",
5900                          P_("Scale X"),
5901                          P_("Scale factor on the X axis"),
5902                          0.0, G_MAXDOUBLE,
5903                          1.0,
5904                          G_PARAM_READWRITE |
5905                          G_PARAM_STATIC_STRINGS |
5906                          CLUTTER_PARAM_ANIMATABLE);
5907
5908   /**
5909    * ClutterActor:scale-y:
5910    *
5911    * The vertical scale of the actor.
5912    *
5913    * The #ClutterActor:scale-y property is animatable.
5914    *
5915    * Since: 0.6
5916    */
5917   obj_props[PROP_SCALE_Y] =
5918     g_param_spec_double ("scale-y",
5919                          P_("Scale Y"),
5920                          P_("Scale factor on the Y axis"),
5921                          0.0, G_MAXDOUBLE,
5922                          1.0,
5923                          G_PARAM_READWRITE |
5924                          G_PARAM_STATIC_STRINGS |
5925                          CLUTTER_PARAM_ANIMATABLE);
5926
5927   /**
5928    * ClutterActor:scale-center-x:
5929    *
5930    * The horizontal center point for scaling
5931    *
5932    * Since: 1.0
5933    */
5934   obj_props[PROP_SCALE_CENTER_X] =
5935     g_param_spec_float ("scale-center-x",
5936                         P_("Scale Center X"),
5937                         P_("Horizontal scale center"),
5938                         -G_MAXFLOAT, G_MAXFLOAT,
5939                         0.0,
5940                         CLUTTER_PARAM_READWRITE);
5941
5942   /**
5943    * ClutterActor:scale-center-y:
5944    *
5945    * The vertical center point for scaling
5946    *
5947    * Since: 1.0
5948    */
5949   obj_props[PROP_SCALE_CENTER_Y] =
5950     g_param_spec_float ("scale-center-y",
5951                         P_("Scale Center Y"),
5952                         P_("Vertical scale center"),
5953                         -G_MAXFLOAT, G_MAXFLOAT,
5954                         0.0,
5955                         CLUTTER_PARAM_READWRITE);
5956
5957   /**
5958    * ClutterActor:scale-gravity:
5959    *
5960    * The center point for scaling expressed as a #ClutterGravity
5961    *
5962    * Since: 1.0
5963    */
5964   obj_props[PROP_SCALE_GRAVITY] =
5965     g_param_spec_enum ("scale-gravity",
5966                        P_("Scale Gravity"),
5967                        P_("The center of scaling"),
5968                        CLUTTER_TYPE_GRAVITY,
5969                        CLUTTER_GRAVITY_NONE,
5970                        CLUTTER_PARAM_READWRITE);
5971
5972   /**
5973    * ClutterActor:rotation-angle-x:
5974    *
5975    * The rotation angle on the X axis.
5976    *
5977    * The #ClutterActor:rotation-angle-x property is animatable.
5978    *
5979    * Since: 0.6
5980    */
5981   obj_props[PROP_ROTATION_ANGLE_X] =
5982     g_param_spec_double ("rotation-angle-x",
5983                          P_("Rotation Angle X"),
5984                          P_("The rotation angle on the X axis"),
5985                          -G_MAXDOUBLE, G_MAXDOUBLE,
5986                          0.0,
5987                          G_PARAM_READWRITE |
5988                          G_PARAM_STATIC_STRINGS |
5989                          CLUTTER_PARAM_ANIMATABLE);
5990
5991   /**
5992    * ClutterActor:rotation-angle-y:
5993    *
5994    * The rotation angle on the Y axis
5995    *
5996    * The #ClutterActor:rotation-angle-y property is animatable.
5997    *
5998    * Since: 0.6
5999    */
6000   obj_props[PROP_ROTATION_ANGLE_Y] =
6001     g_param_spec_double ("rotation-angle-y",
6002                          P_("Rotation Angle Y"),
6003                          P_("The rotation angle on the Y axis"),
6004                          -G_MAXDOUBLE, G_MAXDOUBLE,
6005                          0.0,
6006                          G_PARAM_READWRITE |
6007                          G_PARAM_STATIC_STRINGS |
6008                          CLUTTER_PARAM_ANIMATABLE);
6009
6010   /**
6011    * ClutterActor:rotation-angle-z:
6012    *
6013    * The rotation angle on the Z axis
6014    *
6015    * The #ClutterActor:rotation-angle-z property is animatable.
6016    *
6017    * Since: 0.6
6018    */
6019   obj_props[PROP_ROTATION_ANGLE_Z] =
6020     g_param_spec_double ("rotation-angle-z",
6021                          P_("Rotation Angle Z"),
6022                          P_("The rotation angle on the Z axis"),
6023                          -G_MAXDOUBLE, G_MAXDOUBLE,
6024                          0.0,
6025                          G_PARAM_READWRITE |
6026                          G_PARAM_STATIC_STRINGS |
6027                          CLUTTER_PARAM_ANIMATABLE);
6028
6029   /**
6030    * ClutterActor:rotation-center-x:
6031    *
6032    * The rotation center on the X axis.
6033    *
6034    * Since: 0.6
6035    */
6036   obj_props[PROP_ROTATION_CENTER_X] =
6037     g_param_spec_boxed ("rotation-center-x",
6038                         P_("Rotation Center X"),
6039                         P_("The rotation center on the X axis"),
6040                         CLUTTER_TYPE_VERTEX,
6041                         CLUTTER_PARAM_READWRITE);
6042
6043   /**
6044    * ClutterActor:rotation-center-y:
6045    *
6046    * The rotation center on the Y axis.
6047    *
6048    * Since: 0.6
6049    */
6050   obj_props[PROP_ROTATION_CENTER_Y] =
6051     g_param_spec_boxed ("rotation-center-y",
6052                         P_("Rotation Center Y"),
6053                         P_("The rotation center on the Y axis"),
6054                         CLUTTER_TYPE_VERTEX,
6055                         CLUTTER_PARAM_READWRITE);
6056
6057   /**
6058    * ClutterActor:rotation-center-z:
6059    *
6060    * The rotation center on the Z axis.
6061    *
6062    * Since: 0.6
6063    */
6064   obj_props[PROP_ROTATION_CENTER_Z] =
6065     g_param_spec_boxed ("rotation-center-z",
6066                         P_("Rotation Center Z"),
6067                         P_("The rotation center on the Z axis"),
6068                         CLUTTER_TYPE_VERTEX,
6069                         CLUTTER_PARAM_READWRITE);
6070
6071   /**
6072    * ClutterActor:rotation-center-z-gravity:
6073    *
6074    * The rotation center on the Z axis expressed as a #ClutterGravity.
6075    *
6076    * Since: 1.0
6077    */
6078   obj_props[PROP_ROTATION_CENTER_Z_GRAVITY] =
6079     g_param_spec_enum ("rotation-center-z-gravity",
6080                        P_("Rotation Center Z Gravity"),
6081                        P_("Center point for rotation around the Z axis"),
6082                        CLUTTER_TYPE_GRAVITY,
6083                        CLUTTER_GRAVITY_NONE,
6084                        CLUTTER_PARAM_READWRITE);
6085
6086   /**
6087    * ClutterActor:anchor-x:
6088    *
6089    * The X coordinate of an actor's anchor point, relative to
6090    * the actor coordinate space, in pixels
6091    *
6092    * Since: 0.8
6093    */
6094   obj_props[PROP_ANCHOR_X] =
6095     g_param_spec_float ("anchor-x",
6096                         P_("Anchor X"),
6097                         P_("X coordinate of the anchor point"),
6098                         -G_MAXFLOAT, G_MAXFLOAT,
6099                         0,
6100                         CLUTTER_PARAM_READWRITE);
6101
6102   /**
6103    * ClutterActor:anchor-y:
6104    *
6105    * The Y coordinate of an actor's anchor point, relative to
6106    * the actor coordinate space, in pixels
6107    *
6108    * Since: 0.8
6109    */
6110   obj_props[PROP_ANCHOR_Y] =
6111     g_param_spec_float ("anchor-y",
6112                         P_("Anchor Y"),
6113                         P_("Y coordinate of the anchor point"),
6114                         -G_MAXFLOAT, G_MAXFLOAT,
6115                         0,
6116                         CLUTTER_PARAM_READWRITE);
6117
6118   /**
6119    * ClutterActor:anchor-gravity:
6120    *
6121    * The anchor point expressed as a #ClutterGravity
6122    *
6123    * Since: 1.0
6124    */
6125   obj_props[PROP_ANCHOR_GRAVITY] =
6126     g_param_spec_enum ("anchor-gravity",
6127                        P_("Anchor Gravity"),
6128                        P_("The anchor point as a ClutterGravity"),
6129                        CLUTTER_TYPE_GRAVITY,
6130                        CLUTTER_GRAVITY_NONE,
6131                        CLUTTER_PARAM_READWRITE);
6132
6133   /**
6134    * ClutterActor:show-on-set-parent:
6135    *
6136    * If %TRUE, the actor is automatically shown when parented.
6137    *
6138    * Calling clutter_actor_hide() on an actor which has not been
6139    * parented will set this property to %FALSE as a side effect.
6140    *
6141    * Since: 0.8
6142    */
6143   obj_props[PROP_SHOW_ON_SET_PARENT] =
6144     g_param_spec_boolean ("show-on-set-parent",
6145                           P_("Show on set parent"),
6146                           P_("Whether the actor is shown when parented"),
6147                           TRUE,
6148                           CLUTTER_PARAM_READWRITE);
6149
6150   /**
6151    * ClutterActor:clip-to-allocation:
6152    *
6153    * Whether the clip region should track the allocated area
6154    * of the actor.
6155    *
6156    * This property is ignored if a clip area has been explicitly
6157    * set using clutter_actor_set_clip().
6158    *
6159    * Since: 1.0
6160    */
6161   obj_props[PROP_CLIP_TO_ALLOCATION] =
6162     g_param_spec_boolean ("clip-to-allocation",
6163                           P_("Clip to Allocation"),
6164                           P_("Sets the clip region to track the actor's allocation"),
6165                           FALSE,
6166                           CLUTTER_PARAM_READWRITE);
6167
6168   /**
6169    * ClutterActor:text-direction:
6170    *
6171    * The direction of the text inside a #ClutterActor.
6172    *
6173    * Since: 1.0
6174    */
6175   obj_props[PROP_TEXT_DIRECTION] =
6176     g_param_spec_enum ("text-direction",
6177                        P_("Text Direction"),
6178                        P_("Direction of the text"),
6179                        CLUTTER_TYPE_TEXT_DIRECTION,
6180                        CLUTTER_TEXT_DIRECTION_LTR,
6181                        CLUTTER_PARAM_READWRITE);
6182
6183   /**
6184    * ClutterActor:has-pointer:
6185    *
6186    * Whether the actor contains the pointer of a #ClutterInputDevice
6187    * or not.
6188    *
6189    * Since: 1.2
6190    */
6191   obj_props[PROP_HAS_POINTER] =
6192     g_param_spec_boolean ("has-pointer",
6193                           P_("Has Pointer"),
6194                           P_("Whether the actor contains the pointer of an input device"),
6195                           FALSE,
6196                           CLUTTER_PARAM_READABLE);
6197
6198   /**
6199    * ClutterActor:actions:
6200    *
6201    * Adds a #ClutterAction to the actor
6202    *
6203    * Since: 1.4
6204    */
6205   obj_props[PROP_ACTIONS] =
6206     g_param_spec_object ("actions",
6207                          P_("Actions"),
6208                          P_("Adds an action to the actor"),
6209                          CLUTTER_TYPE_ACTION,
6210                          CLUTTER_PARAM_WRITABLE);
6211
6212   /**
6213    * ClutterActor:constraints:
6214    *
6215    * Adds a #ClutterConstraint to the actor
6216    *
6217    * Since: 1.4
6218    */
6219   obj_props[PROP_CONSTRAINTS] =
6220     g_param_spec_object ("constraints",
6221                          P_("Constraints"),
6222                          P_("Adds a constraint to the actor"),
6223                          CLUTTER_TYPE_CONSTRAINT,
6224                          CLUTTER_PARAM_WRITABLE);
6225
6226   /**
6227    * ClutterActor:effect:
6228    *
6229    * Adds #ClutterEffect to the list of effects be applied on a #ClutterActor
6230    *
6231    * Since: 1.4
6232    */
6233   obj_props[PROP_EFFECT] =
6234     g_param_spec_object ("effect",
6235                          P_("Effect"),
6236                          P_("Add an effect to be applied on the actor"),
6237                          CLUTTER_TYPE_EFFECT,
6238                          CLUTTER_PARAM_WRITABLE);
6239
6240   /**
6241    * ClutterActor:layout-manager:
6242    *
6243    * A delegate object for controlling the layout of the children of
6244    * an actor.
6245    *
6246    * Since: 1.10
6247    */
6248   obj_props[PROP_LAYOUT_MANAGER] =
6249     g_param_spec_object ("layout-manager",
6250                          P_("Layout Manager"),
6251                          P_("The object controlling the layout of an actor's children"),
6252                          CLUTTER_TYPE_LAYOUT_MANAGER,
6253                          CLUTTER_PARAM_READWRITE);
6254
6255
6256   /**
6257    * ClutterActor:x-align:
6258    *
6259    * The alignment of an actor on the X axis, if the actor has been given
6260    * extra space for its allocation.
6261    *
6262    * Since: 1.10
6263    */
6264   obj_props[PROP_X_ALIGN] =
6265     g_param_spec_enum ("x-align",
6266                        P_("X Alignment"),
6267                        P_("The alignment of the actor on the X axis within its allocation"),
6268                        CLUTTER_TYPE_ACTOR_ALIGN,
6269                        CLUTTER_ACTOR_ALIGN_FILL,
6270                        CLUTTER_PARAM_READWRITE);
6271
6272   /**
6273    * ClutterActor:y-align:
6274    *
6275    * The alignment of an actor on the Y axis, if the actor has been given
6276    * extra space for its allocation.
6277    *
6278    * Since: 1.10
6279    */
6280   obj_props[PROP_Y_ALIGN] =
6281     g_param_spec_enum ("y-align",
6282                        P_("Y Alignment"),
6283                        P_("The alignment of the actor on the Y axis within its allocation"),
6284                        CLUTTER_TYPE_ACTOR_ALIGN,
6285                        CLUTTER_ACTOR_ALIGN_FILL,
6286                        CLUTTER_PARAM_READWRITE);
6287
6288   /**
6289    * ClutterActor:margin-top:
6290    *
6291    * The margin (in pixels) from the top of the actor.
6292    *
6293    * This property adds a margin to the actor's preferred size; the margin
6294    * will be automatically taken into account when allocating the actor.
6295    *
6296    * Since: 1.10
6297    */
6298   obj_props[PROP_MARGIN_TOP] =
6299     g_param_spec_float ("margin-top",
6300                         P_("Margin Top"),
6301                         P_("Extra space at the top"),
6302                         0.0, G_MAXFLOAT,
6303                         0.0,
6304                         CLUTTER_PARAM_READWRITE);
6305
6306   /**
6307    * ClutterActor:margin-bottom:
6308    *
6309    * The margin (in pixels) from the bottom of the actor.
6310    *
6311    * This property adds a margin to the actor's preferred size; the margin
6312    * will be automatically taken into account when allocating the actor.
6313    *
6314    * Since: 1.10
6315    */
6316   obj_props[PROP_MARGIN_BOTTOM] =
6317     g_param_spec_float ("margin-bottom",
6318                         P_("Margin Bottom"),
6319                         P_("Extra space at the bottom"),
6320                         0.0, G_MAXFLOAT,
6321                         0.0,
6322                         CLUTTER_PARAM_READWRITE);
6323
6324   /**
6325    * ClutterActor:margin-left:
6326    *
6327    * The margin (in pixels) from the left of the actor.
6328    *
6329    * This property adds a margin to the actor's preferred size; the margin
6330    * will be automatically taken into account when allocating the actor.
6331    *
6332    * Since: 1.10
6333    */
6334   obj_props[PROP_MARGIN_LEFT] =
6335     g_param_spec_float ("margin-left",
6336                         P_("Margin Left"),
6337                         P_("Extra space at the left"),
6338                         0.0, G_MAXFLOAT,
6339                         0.0,
6340                         CLUTTER_PARAM_READWRITE);
6341
6342   /**
6343    * ClutterActor:margin-right:
6344    *
6345    * The margin (in pixels) from the right of the actor.
6346    *
6347    * This property adds a margin to the actor's preferred size; the margin
6348    * will be automatically taken into account when allocating the actor.
6349    *
6350    * Since: 1.10
6351    */
6352   obj_props[PROP_MARGIN_RIGHT] =
6353     g_param_spec_float ("margin-right",
6354                         P_("Margin Right"),
6355                         P_("Extra space at the right"),
6356                         0.0, G_MAXFLOAT,
6357                         0.0,
6358                         CLUTTER_PARAM_READWRITE);
6359
6360   /**
6361    * ClutterActor:background-color-set:
6362    *
6363    * Whether the #ClutterActor:background-color property has been set.
6364    *
6365    * Since: 1.10
6366    */
6367   obj_props[PROP_BACKGROUND_COLOR_SET] =
6368     g_param_spec_boolean ("background-color-set",
6369                           P_("Background Color Set"),
6370                           P_("Whether the background color is set"),
6371                           FALSE,
6372                           CLUTTER_PARAM_READABLE);
6373
6374   /**
6375    * ClutterActor:background-color:
6376    *
6377    * Paints a solid fill of the actor's allocation using the specified
6378    * color.
6379    *
6380    * The #ClutterActor:background-color property is animatable.
6381    *
6382    * Since: 1.10
6383    */
6384   obj_props[PROP_BACKGROUND_COLOR] =
6385     clutter_param_spec_color ("background-color",
6386                               P_("Background color"),
6387                               P_("The actor's background color"),
6388                               CLUTTER_COLOR_Transparent,
6389                               G_PARAM_READWRITE |
6390                               G_PARAM_STATIC_STRINGS |
6391                               CLUTTER_PARAM_ANIMATABLE);
6392
6393   /**
6394    * ClutterActor:first-child:
6395    *
6396    * The actor's first child.
6397    *
6398    * Since: 1.10
6399    */
6400   obj_props[PROP_FIRST_CHILD] =
6401     g_param_spec_object ("first-child",
6402                          P_("First Child"),
6403                          P_("The actor's first child"),
6404                          CLUTTER_TYPE_ACTOR,
6405                          CLUTTER_PARAM_READABLE);
6406
6407   /**
6408    * ClutterActor:last-child:
6409    *
6410    * The actor's last child.
6411    *
6412    * Since: 1.10
6413    */
6414   obj_props[PROP_LAST_CHILD] =
6415     g_param_spec_object ("last-child",
6416                          P_("Last Child"),
6417                          P_("The actor's last child"),
6418                          CLUTTER_TYPE_ACTOR,
6419                          CLUTTER_PARAM_READABLE);
6420
6421   /**
6422    * ClutterActor:content:
6423    *
6424    * The #ClutterContent implementation that controls the content
6425    * of the actor.
6426    *
6427    * Since: 1.10
6428    */
6429   obj_props[PROP_CONTENT] =
6430     g_param_spec_object ("content",
6431                          P_("Content"),
6432                          P_("Delegate object for painting the actor's content"),
6433                          CLUTTER_TYPE_CONTENT,
6434                          CLUTTER_PARAM_READWRITE);
6435
6436   /**
6437    * ClutterActor:content-gravity:
6438    *
6439    * The alignment that should be honoured by the #ClutterContent
6440    * set with the #ClutterActor:content property.
6441    *
6442    * Changing the value of this property will change the bounding box of
6443    * the content; you can use the #ClutterActor:content-box property to
6444    * get the position and size of the content within the actor's
6445    * allocation.
6446    *
6447    * This property is meaningful only for #ClutterContent implementations
6448    * that have a preferred size, and if the preferred size is smaller than
6449    * the actor's allocation.
6450    *
6451    * The #ClutterActor:content-gravity property is animatable.
6452    *
6453    * Since: 1.10
6454    */
6455   obj_props[PROP_CONTENT_GRAVITY] =
6456     g_param_spec_enum ("content-gravity",
6457                        P_("Content Gravity"),
6458                        P_("Alignment of the actor's content"),
6459                        CLUTTER_TYPE_CONTENT_GRAVITY,
6460                        CLUTTER_CONTENT_GRAVITY_RESIZE_FILL,
6461                        CLUTTER_PARAM_READWRITE);
6462
6463   /**
6464    * ClutterActor:content-box:
6465    *
6466    * The bounding box for the #ClutterContent used by the actor.
6467    *
6468    * The value of this property is controlled by the #ClutterActor:allocation
6469    * and #ClutterActor:content-gravity properties of #ClutterActor.
6470    *
6471    * The bounding box for the content is guaranteed to never exceed the
6472    * allocation's of the actor.
6473    *
6474    * Since: 1.10
6475    */
6476   obj_props[PROP_CONTENT_BOX] =
6477     g_param_spec_boxed ("content-box",
6478                         P_("Content Box"),
6479                         P_("The bounding box of the actor's content"),
6480                         CLUTTER_TYPE_ACTOR_BOX,
6481                         G_PARAM_READABLE |
6482                         G_PARAM_STATIC_STRINGS |
6483                         CLUTTER_PARAM_ANIMATABLE);
6484
6485   obj_props[PROP_MINIFICATION_FILTER] =
6486     g_param_spec_enum ("minification-filter",
6487                        P_("Minification Filter"),
6488                        P_("The filter used when reducing the size of the content"),
6489                        CLUTTER_TYPE_SCALING_FILTER,
6490                        CLUTTER_SCALING_FILTER_LINEAR,
6491                        CLUTTER_PARAM_READWRITE);
6492
6493   obj_props[PROP_MAGNIFICATION_FILTER] =
6494     g_param_spec_enum ("magnification-filter",
6495                        P_("Magnification Filter"),
6496                        P_("The filter used when increasing the size of the content"),
6497                        CLUTTER_TYPE_SCALING_FILTER,
6498                        CLUTTER_SCALING_FILTER_LINEAR,
6499                        CLUTTER_PARAM_READWRITE);
6500
6501   g_object_class_install_properties (object_class, PROP_LAST, obj_props);
6502
6503   /**
6504    * ClutterActor::destroy:
6505    * @actor: the #ClutterActor which emitted the signal
6506    *
6507    * The ::destroy signal notifies that all references held on the
6508    * actor which emitted it should be released.
6509    *
6510    * The ::destroy signal should be used by all holders of a reference
6511    * on @actor.
6512    *
6513    * This signal might result in the finalization of the #ClutterActor
6514    * if all references are released.
6515    *
6516    * Composite actors and actors implementing the #ClutterContainer
6517    * interface should override the default implementation of the
6518    * class handler of this signal and call clutter_actor_destroy() on
6519    * their children. When overriding the default class handler, it is
6520    * required to chain up to the parent's implementation.
6521    *
6522    * Since: 0.2
6523    */
6524   actor_signals[DESTROY] =
6525     g_signal_new (I_("destroy"),
6526                   G_TYPE_FROM_CLASS (object_class),
6527                   G_SIGNAL_RUN_CLEANUP | G_SIGNAL_NO_RECURSE | G_SIGNAL_NO_HOOKS,
6528                   G_STRUCT_OFFSET (ClutterActorClass, destroy),
6529                   NULL, NULL,
6530                   _clutter_marshal_VOID__VOID,
6531                   G_TYPE_NONE, 0);
6532   /**
6533    * ClutterActor::show:
6534    * @actor: the object which received the signal
6535    *
6536    * The ::show signal is emitted when an actor is visible and
6537    * rendered on the stage.
6538    *
6539    * Since: 0.2
6540    */
6541   actor_signals[SHOW] =
6542     g_signal_new (I_("show"),
6543                   G_TYPE_FROM_CLASS (object_class),
6544                   G_SIGNAL_RUN_FIRST,
6545                   G_STRUCT_OFFSET (ClutterActorClass, show),
6546                   NULL, NULL,
6547                   _clutter_marshal_VOID__VOID,
6548                   G_TYPE_NONE, 0);
6549   /**
6550    * ClutterActor::hide:
6551    * @actor: the object which received the signal
6552    *
6553    * The ::hide signal is emitted when an actor is no longer rendered
6554    * on the stage.
6555    *
6556    * Since: 0.2
6557    */
6558   actor_signals[HIDE] =
6559     g_signal_new (I_("hide"),
6560                   G_TYPE_FROM_CLASS (object_class),
6561                   G_SIGNAL_RUN_FIRST,
6562                   G_STRUCT_OFFSET (ClutterActorClass, hide),
6563                   NULL, NULL,
6564                   _clutter_marshal_VOID__VOID,
6565                   G_TYPE_NONE, 0);
6566   /**
6567    * ClutterActor::parent-set:
6568    * @actor: the object which received the signal
6569    * @old_parent: (allow-none): the previous parent of the actor, or %NULL
6570    *
6571    * This signal is emitted when the parent of the actor changes.
6572    *
6573    * Since: 0.2
6574    */
6575   actor_signals[PARENT_SET] =
6576     g_signal_new (I_("parent-set"),
6577                   G_TYPE_FROM_CLASS (object_class),
6578                   G_SIGNAL_RUN_LAST,
6579                   G_STRUCT_OFFSET (ClutterActorClass, parent_set),
6580                   NULL, NULL,
6581                   _clutter_marshal_VOID__OBJECT,
6582                   G_TYPE_NONE, 1,
6583                   CLUTTER_TYPE_ACTOR);
6584
6585   /**
6586    * ClutterActor::queue-redraw:
6587    * @actor: the actor we're bubbling the redraw request through
6588    * @origin: the actor which initiated the redraw request
6589    *
6590    * The ::queue_redraw signal is emitted when clutter_actor_queue_redraw()
6591    * is called on @origin.
6592    *
6593    * The default implementation for #ClutterActor chains up to the
6594    * parent actor and queues a redraw on the parent, thus "bubbling"
6595    * the redraw queue up through the actor graph. The default
6596    * implementation for #ClutterStage queues a clutter_stage_ensure_redraw()
6597    * in a main loop idle handler.
6598    *
6599    * Note that the @origin actor may be the stage, or a container; it
6600    * does not have to be a leaf node in the actor graph.
6601    *
6602    * Toolkits embedding a #ClutterStage which require a redraw and
6603    * relayout cycle can stop the emission of this signal using the
6604    * GSignal API, redraw the UI and then call clutter_stage_ensure_redraw()
6605    * themselves, like:
6606    *
6607    * |[
6608    *   static void
6609    *   on_redraw_complete (gpointer data)
6610    *   {
6611    *     ClutterStage *stage = data;
6612    *
6613    *     /&ast; execute the Clutter drawing pipeline &ast;/
6614    *     clutter_stage_ensure_redraw (stage);
6615    *   }
6616    *
6617    *   static void
6618    *   on_stage_queue_redraw (ClutterStage *stage)
6619    *   {
6620    *     /&ast; this prevents the default handler to run &ast;/
6621    *     g_signal_stop_emission_by_name (stage, "queue-redraw");
6622    *
6623    *     /&ast; queue a redraw with the host toolkit and call
6624    *      &ast; a function when the redraw has been completed
6625    *      &ast;/
6626    *     queue_a_redraw (G_CALLBACK (on_redraw_complete), stage);
6627    *   }
6628    * ]|
6629    *
6630    * <note><para>This signal is emitted before the Clutter paint
6631    * pipeline is executed. If you want to know when the pipeline has
6632    * been completed you should connect to the ::paint signal on the
6633    * Stage with g_signal_connect_after().</para></note>
6634    *
6635    * Since: 1.0
6636    */
6637   actor_signals[QUEUE_REDRAW] =
6638     g_signal_new (I_("queue-redraw"),
6639                   G_TYPE_FROM_CLASS (object_class),
6640                   G_SIGNAL_RUN_LAST |
6641                   G_SIGNAL_NO_HOOKS,
6642                   G_STRUCT_OFFSET (ClutterActorClass, queue_redraw),
6643                   NULL, NULL,
6644                   _clutter_marshal_VOID__OBJECT,
6645                   G_TYPE_NONE, 1,
6646                   CLUTTER_TYPE_ACTOR);
6647
6648   /**
6649    * ClutterActor::queue-relayout
6650    * @actor: the actor being queued for relayout
6651    *
6652    * The ::queue_layout signal is emitted when clutter_actor_queue_relayout()
6653    * is called on an actor.
6654    *
6655    * The default implementation for #ClutterActor chains up to the
6656    * parent actor and queues a relayout on the parent, thus "bubbling"
6657    * the relayout queue up through the actor graph.
6658    *
6659    * The main purpose of this signal is to allow relayout to be propagated
6660    * properly in the procense of #ClutterClone actors. Applications will
6661    * not normally need to connect to this signal.
6662    *
6663    * Since: 1.2
6664    */
6665   actor_signals[QUEUE_RELAYOUT] =
6666     g_signal_new (I_("queue-relayout"),
6667                   G_TYPE_FROM_CLASS (object_class),
6668                   G_SIGNAL_RUN_LAST |
6669                   G_SIGNAL_NO_HOOKS,
6670                   G_STRUCT_OFFSET (ClutterActorClass, queue_relayout),
6671                   NULL, NULL,
6672                   _clutter_marshal_VOID__VOID,
6673                   G_TYPE_NONE, 0);
6674
6675   /**
6676    * ClutterActor::event:
6677    * @actor: the actor which received the event
6678    * @event: a #ClutterEvent
6679    *
6680    * The ::event signal is emitted each time an event is received
6681    * by the @actor. This signal will be emitted on every actor,
6682    * following the hierarchy chain, until it reaches the top-level
6683    * container (the #ClutterStage).
6684    *
6685    * Return value: %TRUE if the event has been handled by the actor,
6686    *   or %FALSE to continue the emission.
6687    *
6688    * Since: 0.6
6689    */
6690   actor_signals[EVENT] =
6691     g_signal_new (I_("event"),
6692                   G_TYPE_FROM_CLASS (object_class),
6693                   G_SIGNAL_RUN_LAST,
6694                   G_STRUCT_OFFSET (ClutterActorClass, event),
6695                   _clutter_boolean_handled_accumulator, NULL,
6696                   _clutter_marshal_BOOLEAN__BOXED,
6697                   G_TYPE_BOOLEAN, 1,
6698                   CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6699   /**
6700    * ClutterActor::button-press-event:
6701    * @actor: the actor which received the event
6702    * @event: (type ClutterButtonEvent): a #ClutterButtonEvent
6703    *
6704    * The ::button-press-event signal is emitted each time a mouse button
6705    * is pressed on @actor.
6706    *
6707    * Return value: %TRUE if the event has been handled by the actor,
6708    *   or %FALSE to continue the emission.
6709    *
6710    * Since: 0.6
6711    */
6712   actor_signals[BUTTON_PRESS_EVENT] =
6713     g_signal_new (I_("button-press-event"),
6714                   G_TYPE_FROM_CLASS (object_class),
6715                   G_SIGNAL_RUN_LAST,
6716                   G_STRUCT_OFFSET (ClutterActorClass, button_press_event),
6717                   _clutter_boolean_handled_accumulator, NULL,
6718                   _clutter_marshal_BOOLEAN__BOXED,
6719                   G_TYPE_BOOLEAN, 1,
6720                   CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6721   /**
6722    * ClutterActor::button-release-event:
6723    * @actor: the actor which received the event
6724    * @event: (type ClutterButtonEvent): a #ClutterButtonEvent
6725    *
6726    * The ::button-release-event signal is emitted each time a mouse button
6727    * is released on @actor.
6728    *
6729    * Return value: %TRUE if the event has been handled by the actor,
6730    *   or %FALSE to continue the emission.
6731    *
6732    * Since: 0.6
6733    */
6734   actor_signals[BUTTON_RELEASE_EVENT] =
6735     g_signal_new (I_("button-release-event"),
6736                   G_TYPE_FROM_CLASS (object_class),
6737                   G_SIGNAL_RUN_LAST,
6738                   G_STRUCT_OFFSET (ClutterActorClass, button_release_event),
6739                   _clutter_boolean_handled_accumulator, NULL,
6740                   _clutter_marshal_BOOLEAN__BOXED,
6741                   G_TYPE_BOOLEAN, 1,
6742                   CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6743   /**
6744    * ClutterActor::scroll-event:
6745    * @actor: the actor which received the event
6746    * @event: (type ClutterScrollEvent): a #ClutterScrollEvent
6747    *
6748    * The ::scroll-event signal is emitted each time the mouse is
6749    * scrolled on @actor
6750    *
6751    * Return value: %TRUE if the event has been handled by the actor,
6752    *   or %FALSE to continue the emission.
6753    *
6754    * Since: 0.6
6755    */
6756   actor_signals[SCROLL_EVENT] =
6757     g_signal_new (I_("scroll-event"),
6758                   G_TYPE_FROM_CLASS (object_class),
6759                   G_SIGNAL_RUN_LAST,
6760                   G_STRUCT_OFFSET (ClutterActorClass, scroll_event),
6761                   _clutter_boolean_handled_accumulator, NULL,
6762                   _clutter_marshal_BOOLEAN__BOXED,
6763                   G_TYPE_BOOLEAN, 1,
6764                   CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6765   /**
6766    * ClutterActor::key-press-event:
6767    * @actor: the actor which received the event
6768    * @event: (type ClutterKeyEvent): a #ClutterKeyEvent
6769    *
6770    * The ::key-press-event signal is emitted each time a keyboard button
6771    * is pressed while @actor has key focus (see clutter_stage_set_key_focus()).
6772    *
6773    * Return value: %TRUE if the event has been handled by the actor,
6774    *   or %FALSE to continue the emission.
6775    *
6776    * Since: 0.6
6777    */
6778   actor_signals[KEY_PRESS_EVENT] =
6779     g_signal_new (I_("key-press-event"),
6780                   G_TYPE_FROM_CLASS (object_class),
6781                   G_SIGNAL_RUN_LAST,
6782                   G_STRUCT_OFFSET (ClutterActorClass, key_press_event),
6783                   _clutter_boolean_handled_accumulator, NULL,
6784                   _clutter_marshal_BOOLEAN__BOXED,
6785                   G_TYPE_BOOLEAN, 1,
6786                   CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6787   /**
6788    * ClutterActor::key-release-event:
6789    * @actor: the actor which received the event
6790    * @event: (type ClutterKeyEvent): a #ClutterKeyEvent
6791    *
6792    * The ::key-release-event signal is emitted each time a keyboard button
6793    * is released while @actor has key focus (see
6794    * clutter_stage_set_key_focus()).
6795    *
6796    * Return value: %TRUE if the event has been handled by the actor,
6797    *   or %FALSE to continue the emission.
6798    *
6799    * Since: 0.6
6800    */
6801   actor_signals[KEY_RELEASE_EVENT] =
6802     g_signal_new (I_("key-release-event"),
6803                   G_TYPE_FROM_CLASS (object_class),
6804                   G_SIGNAL_RUN_LAST,
6805                   G_STRUCT_OFFSET (ClutterActorClass, key_release_event),
6806                   _clutter_boolean_handled_accumulator, NULL,
6807                   _clutter_marshal_BOOLEAN__BOXED,
6808                   G_TYPE_BOOLEAN, 1,
6809                   CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6810   /**
6811    * ClutterActor::motion-event:
6812    * @actor: the actor which received the event
6813    * @event: (type ClutterMotionEvent): a #ClutterMotionEvent
6814    *
6815    * The ::motion-event signal is emitted each time the mouse pointer is
6816    * moved over @actor.
6817    *
6818    * Return value: %TRUE if the event has been handled by the actor,
6819    *   or %FALSE to continue the emission.
6820    *
6821    * Since: 0.6
6822    */
6823   actor_signals[MOTION_EVENT] =
6824     g_signal_new (I_("motion-event"),
6825                   G_TYPE_FROM_CLASS (object_class),
6826                   G_SIGNAL_RUN_LAST,
6827                   G_STRUCT_OFFSET (ClutterActorClass, motion_event),
6828                   _clutter_boolean_handled_accumulator, NULL,
6829                   _clutter_marshal_BOOLEAN__BOXED,
6830                   G_TYPE_BOOLEAN, 1,
6831                   CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6832
6833   /**
6834    * ClutterActor::key-focus-in:
6835    * @actor: the actor which now has key focus
6836    *
6837    * The ::key-focus-in signal is emitted when @actor receives key focus.
6838    *
6839    * Since: 0.6
6840    */
6841   actor_signals[KEY_FOCUS_IN] =
6842     g_signal_new (I_("key-focus-in"),
6843                   G_TYPE_FROM_CLASS (object_class),
6844                   G_SIGNAL_RUN_LAST,
6845                   G_STRUCT_OFFSET (ClutterActorClass, key_focus_in),
6846                   NULL, NULL,
6847                   _clutter_marshal_VOID__VOID,
6848                   G_TYPE_NONE, 0);
6849
6850   /**
6851    * ClutterActor::key-focus-out:
6852    * @actor: the actor which now has key focus
6853    *
6854    * The ::key-focus-out signal is emitted when @actor loses key focus.
6855    *
6856    * Since: 0.6
6857    */
6858   actor_signals[KEY_FOCUS_OUT] =
6859     g_signal_new (I_("key-focus-out"),
6860                   G_TYPE_FROM_CLASS (object_class),
6861                   G_SIGNAL_RUN_LAST,
6862                   G_STRUCT_OFFSET (ClutterActorClass, key_focus_out),
6863                   NULL, NULL,
6864                   _clutter_marshal_VOID__VOID,
6865                   G_TYPE_NONE, 0);
6866
6867   /**
6868    * ClutterActor::enter-event:
6869    * @actor: the actor which the pointer has entered.
6870    * @event: (type ClutterCrossingEvent): a #ClutterCrossingEvent
6871    *
6872    * The ::enter-event signal is emitted when the pointer enters the @actor
6873    *
6874    * Return value: %TRUE if the event has been handled by the actor,
6875    *   or %FALSE to continue the emission.
6876    *
6877    * Since: 0.6
6878    */
6879   actor_signals[ENTER_EVENT] =
6880     g_signal_new (I_("enter-event"),
6881                   G_TYPE_FROM_CLASS (object_class),
6882                   G_SIGNAL_RUN_LAST,
6883                   G_STRUCT_OFFSET (ClutterActorClass, enter_event),
6884                   _clutter_boolean_handled_accumulator, NULL,
6885                   _clutter_marshal_BOOLEAN__BOXED,
6886                   G_TYPE_BOOLEAN, 1,
6887                   CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6888
6889   /**
6890    * ClutterActor::leave-event:
6891    * @actor: the actor which the pointer has left
6892    * @event: (type ClutterCrossingEvent): a #ClutterCrossingEvent
6893    *
6894    * The ::leave-event signal is emitted when the pointer leaves the @actor.
6895    *
6896    * Return value: %TRUE if the event has been handled by the actor,
6897    *   or %FALSE to continue the emission.
6898    *
6899    * Since: 0.6
6900    */
6901   actor_signals[LEAVE_EVENT] =
6902     g_signal_new (I_("leave-event"),
6903                   G_TYPE_FROM_CLASS (object_class),
6904                   G_SIGNAL_RUN_LAST,
6905                   G_STRUCT_OFFSET (ClutterActorClass, leave_event),
6906                   _clutter_boolean_handled_accumulator, NULL,
6907                   _clutter_marshal_BOOLEAN__BOXED,
6908                   G_TYPE_BOOLEAN, 1,
6909                   CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6910
6911   /**
6912    * ClutterActor::captured-event:
6913    * @actor: the actor which received the signal
6914    * @event: a #ClutterEvent
6915    *
6916    * The ::captured-event signal is emitted when an event is captured
6917    * by Clutter. This signal will be emitted starting from the top-level
6918    * container (the #ClutterStage) to the actor which received the event
6919    * going down the hierarchy. This signal can be used to intercept every
6920    * event before the specialized events (like
6921    * ClutterActor::button-press-event or ::key-released-event) are
6922    * emitted.
6923    *
6924    * Return value: %TRUE if the event has been handled by the actor,
6925    *   or %FALSE to continue the emission.
6926    *
6927    * Since: 0.6
6928    */
6929   actor_signals[CAPTURED_EVENT] =
6930     g_signal_new (I_("captured-event"),
6931                   G_TYPE_FROM_CLASS (object_class),
6932                   G_SIGNAL_RUN_LAST,
6933                   G_STRUCT_OFFSET (ClutterActorClass, captured_event),
6934                   _clutter_boolean_handled_accumulator, NULL,
6935                   _clutter_marshal_BOOLEAN__BOXED,
6936                   G_TYPE_BOOLEAN, 1,
6937                   CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6938
6939   /**
6940    * ClutterActor::paint:
6941    * @actor: the #ClutterActor that received the signal
6942    *
6943    * The ::paint signal is emitted each time an actor is being painted.
6944    *
6945    * Subclasses of #ClutterActor should override the class signal handler
6946    * and paint themselves in that function.
6947    *
6948    * It is possible to connect a handler to the ::paint signal in order
6949    * to set up some custom aspect of a paint.
6950    *
6951    * Since: 0.8
6952    */
6953   actor_signals[PAINT] =
6954     g_signal_new (I_("paint"),
6955                   G_TYPE_FROM_CLASS (object_class),
6956                   G_SIGNAL_RUN_LAST |
6957                   G_SIGNAL_NO_HOOKS,
6958                   G_STRUCT_OFFSET (ClutterActorClass, paint),
6959                   NULL, NULL,
6960                   _clutter_marshal_VOID__VOID,
6961                   G_TYPE_NONE, 0);
6962   /**
6963    * ClutterActor::realize:
6964    * @actor: the #ClutterActor that received the signal
6965    *
6966    * The ::realize signal is emitted each time an actor is being
6967    * realized.
6968    *
6969    * Since: 0.8
6970    */
6971   actor_signals[REALIZE] =
6972     g_signal_new (I_("realize"),
6973                   G_TYPE_FROM_CLASS (object_class),
6974                   G_SIGNAL_RUN_LAST,
6975                   G_STRUCT_OFFSET (ClutterActorClass, realize),
6976                   NULL, NULL,
6977                   _clutter_marshal_VOID__VOID,
6978                   G_TYPE_NONE, 0);
6979   /**
6980    * ClutterActor::unrealize:
6981    * @actor: the #ClutterActor that received the signal
6982    *
6983    * The ::unrealize signal is emitted each time an actor is being
6984    * unrealized.
6985    *
6986    * Since: 0.8
6987    */
6988   actor_signals[UNREALIZE] =
6989     g_signal_new (I_("unrealize"),
6990                   G_TYPE_FROM_CLASS (object_class),
6991                   G_SIGNAL_RUN_LAST,
6992                   G_STRUCT_OFFSET (ClutterActorClass, unrealize),
6993                   NULL, NULL,
6994                   _clutter_marshal_VOID__VOID,
6995                   G_TYPE_NONE, 0);
6996
6997   /**
6998    * ClutterActor::pick:
6999    * @actor: the #ClutterActor that received the signal
7000    * @color: the #ClutterColor to be used when picking
7001    *
7002    * The ::pick signal is emitted each time an actor is being painted
7003    * in "pick mode". The pick mode is used to identify the actor during
7004    * the event handling phase, or by clutter_stage_get_actor_at_pos().
7005    * The actor should paint its shape using the passed @pick_color.
7006    *
7007    * Subclasses of #ClutterActor should override the class signal handler
7008    * and paint themselves in that function.
7009    *
7010    * It is possible to connect a handler to the ::pick signal in order
7011    * to set up some custom aspect of a paint in pick mode.
7012    *
7013    * Since: 1.0
7014    */
7015   actor_signals[PICK] =
7016     g_signal_new (I_("pick"),
7017                   G_TYPE_FROM_CLASS (object_class),
7018                   G_SIGNAL_RUN_LAST,
7019                   G_STRUCT_OFFSET (ClutterActorClass, pick),
7020                   NULL, NULL,
7021                   _clutter_marshal_VOID__BOXED,
7022                   G_TYPE_NONE, 1,
7023                   CLUTTER_TYPE_COLOR | G_SIGNAL_TYPE_STATIC_SCOPE);
7024
7025   /**
7026    * ClutterActor::allocation-changed:
7027    * @actor: the #ClutterActor that emitted the signal
7028    * @box: a #ClutterActorBox with the new allocation
7029    * @flags: #ClutterAllocationFlags for the allocation
7030    *
7031    * The ::allocation-changed signal is emitted when the
7032    * #ClutterActor:allocation property changes. Usually, application
7033    * code should just use the notifications for the :allocation property
7034    * but if you want to track the allocation flags as well, for instance
7035    * to know whether the absolute origin of @actor changed, then you might
7036    * want use this signal instead.
7037    *
7038    * Since: 1.0
7039    */
7040   actor_signals[ALLOCATION_CHANGED] =
7041     g_signal_new (I_("allocation-changed"),
7042                   G_TYPE_FROM_CLASS (object_class),
7043                   G_SIGNAL_RUN_LAST,
7044                   0,
7045                   NULL, NULL,
7046                   _clutter_marshal_VOID__BOXED_FLAGS,
7047                   G_TYPE_NONE, 2,
7048                   CLUTTER_TYPE_ACTOR_BOX | G_SIGNAL_TYPE_STATIC_SCOPE,
7049                   CLUTTER_TYPE_ALLOCATION_FLAGS);
7050
7051   /**
7052    * ClutterActor::transitions-completed:
7053    * @actor: a #ClutterActor
7054    *
7055    * The ::transitions-completed signal is emitted once all transitions
7056    * involving @actor are complete.
7057    *
7058    * Since: 1.10
7059    */
7060   actor_signals[TRANSITIONS_COMPLETED] =
7061     g_signal_new (I_("transitions-completed"),
7062                   G_TYPE_FROM_CLASS (object_class),
7063                   G_SIGNAL_RUN_LAST,
7064                   0,
7065                   NULL, NULL,
7066                   _clutter_marshal_VOID__VOID,
7067                   G_TYPE_NONE, 0);
7068 }
7069
7070 static void
7071 clutter_actor_init (ClutterActor *self)
7072 {
7073   ClutterActorPrivate *priv;
7074
7075   self->priv = priv = CLUTTER_ACTOR_GET_PRIVATE (self);
7076
7077   priv->id = _clutter_context_acquire_id (self);
7078   priv->pick_id = -1;
7079
7080   priv->opacity = 0xff;
7081   priv->show_on_set_parent = TRUE;
7082
7083   priv->needs_width_request = TRUE;
7084   priv->needs_height_request = TRUE;
7085   priv->needs_allocation = TRUE;
7086
7087   priv->cached_width_age = 1;
7088   priv->cached_height_age = 1;
7089
7090   priv->opacity_override = -1;
7091   priv->enable_model_view_transform = TRUE;
7092
7093   /* Initialize an empty paint volume to start with */
7094   _clutter_paint_volume_init_static (&priv->last_paint_volume, NULL);
7095   priv->last_paint_volume_valid = TRUE;
7096
7097   priv->transform_valid = FALSE;
7098
7099   /* the default is to stretch the content, to match the
7100    * current behaviour of basically all actors. also, it's
7101    * the easiest thing to compute.
7102    */
7103   priv->content_gravity = CLUTTER_CONTENT_GRAVITY_RESIZE_FILL;
7104   priv->min_filter = CLUTTER_SCALING_FILTER_LINEAR;
7105   priv->mag_filter = CLUTTER_SCALING_FILTER_LINEAR;
7106 }
7107
7108 /**
7109  * clutter_actor_new:
7110  *
7111  * Creates a new #ClutterActor.
7112  *
7113  * A newly created actor has a floating reference, which will be sunk
7114  * when it is added to another actor.
7115  *
7116  * Return value: (transfer full): the newly created #ClutterActor
7117  *
7118  * Since: 1.10
7119  */
7120 ClutterActor *
7121 clutter_actor_new (void)
7122 {
7123   return g_object_new (CLUTTER_TYPE_ACTOR, NULL);
7124 }
7125
7126 /**
7127  * clutter_actor_destroy:
7128  * @self: a #ClutterActor
7129  *
7130  * Destroys an actor.  When an actor is destroyed, it will break any
7131  * references it holds to other objects.  If the actor is inside a
7132  * container, the actor will be removed.
7133  *
7134  * When you destroy a container, its children will be destroyed as well.
7135  *
7136  * Note: you cannot destroy the #ClutterStage returned by
7137  * clutter_stage_get_default().
7138  */
7139 void
7140 clutter_actor_destroy (ClutterActor *self)
7141 {
7142   g_return_if_fail (CLUTTER_IS_ACTOR (self));
7143
7144   g_object_ref (self);
7145
7146   /* avoid recursion while destroying */
7147   if (!CLUTTER_ACTOR_IN_DESTRUCTION (self))
7148     {
7149       CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION);
7150
7151       g_object_run_dispose (G_OBJECT (self));
7152
7153       CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION);
7154     }
7155
7156   g_object_unref (self);
7157 }
7158
7159 void
7160 _clutter_actor_finish_queue_redraw (ClutterActor *self,
7161                                     ClutterPaintVolume *clip)
7162 {
7163   ClutterActorPrivate *priv = self->priv;
7164   ClutterPaintVolume *pv;
7165   gboolean clipped;
7166
7167   /* Remove queue entry early in the process, otherwise a new
7168      queue_redraw() during signal handling could put back this
7169      object in the stage redraw list (but the entry is freed as
7170      soon as we return from this function, causing a segfault
7171      later)
7172   */
7173   priv->queue_redraw_entry = NULL;
7174
7175   /* If we've been explicitly passed a clip volume then there's
7176    * nothing more to calculate, but otherwise the only thing we know
7177    * is that the change is constrained to the given actor.
7178    *
7179    * The idea is that if we know the paint volume for where the actor
7180    * was last drawn (in eye coordinates) and we also have the paint
7181    * volume for where it will be drawn next (in actor coordinates)
7182    * then if we queue a redraw for both these volumes that will cover
7183    * everything that needs to be redrawn to clear the old view and
7184    * show the latest view of the actor.
7185    *
7186    * Don't clip this redraw if we don't know what position we had for
7187    * the previous redraw since we don't know where to set the clip so
7188    * it will clear the actor as it is currently.
7189    */
7190   if (clip)
7191     {
7192       _clutter_actor_set_queue_redraw_clip (self, clip);
7193       clipped = TRUE;
7194     }
7195   else if (G_LIKELY (priv->last_paint_volume_valid))
7196     {
7197       pv = _clutter_actor_get_paint_volume_mutable (self);
7198       if (pv)
7199         {
7200           ClutterActor *stage = _clutter_actor_get_stage_internal (self);
7201
7202           /* make sure we redraw the actors old position... */
7203           _clutter_actor_set_queue_redraw_clip (stage,
7204                                                 &priv->last_paint_volume);
7205           _clutter_actor_signal_queue_redraw (stage, stage);
7206           _clutter_actor_set_queue_redraw_clip (stage, NULL);
7207
7208           /* XXX: Ideally the redraw signal would take a clip volume
7209            * argument, but that would be an ABI break. Until we can
7210            * break the ABI we pass the argument out-of-band
7211            */
7212
7213           /* setup the clip for the actors new position... */
7214           _clutter_actor_set_queue_redraw_clip (self, pv);
7215           clipped = TRUE;
7216         }
7217       else
7218         clipped = FALSE;
7219     }
7220   else
7221     clipped = FALSE;
7222
7223   _clutter_actor_signal_queue_redraw (self, self);
7224
7225   /* Just in case anyone is manually firing redraw signals without
7226    * using the public queue_redraw() API we are careful to ensure that
7227    * our out-of-band clip member is cleared before returning...
7228    *
7229    * Note: A NULL clip denotes a full-stage, un-clipped redraw
7230    */
7231   if (G_LIKELY (clipped))
7232     _clutter_actor_set_queue_redraw_clip (self, NULL);
7233 }
7234
7235 static void
7236 _clutter_actor_get_allocation_clip (ClutterActor *self,
7237                                     ClutterActorBox *clip)
7238 {
7239   ClutterActorBox allocation;
7240
7241   /* XXX: we don't care if we get an out of date allocation here
7242    * because clutter_actor_queue_redraw_with_clip knows to ignore
7243    * the clip if the actor's allocation is invalid.
7244    *
7245    * This is noted because clutter_actor_get_allocation_box does some
7246    * unnecessary work to support buggy code with a comment suggesting
7247    * that it could be changed later which would be good for this use
7248    * case!
7249    */
7250   clutter_actor_get_allocation_box (self, &allocation);
7251
7252   /* NB: clutter_actor_queue_redraw_with_clip expects a box in the
7253    * actor's own coordinate space but the allocation is in parent
7254    * coordinates */
7255   clip->x1 = 0;
7256   clip->y1 = 0;
7257   clip->x2 = allocation.x2 - allocation.x1;
7258   clip->y2 = allocation.y2 - allocation.y1;
7259 }
7260
7261 void
7262 _clutter_actor_queue_redraw_full (ClutterActor       *self,
7263                                   ClutterRedrawFlags  flags,
7264                                   ClutterPaintVolume *volume,
7265                                   ClutterEffect      *effect)
7266 {
7267   ClutterActorPrivate *priv = self->priv;
7268   ClutterPaintVolume allocation_pv;
7269   ClutterPaintVolume *pv;
7270   gboolean should_free_pv;
7271   ClutterActor *stage;
7272
7273   /* Here's an outline of the actor queue redraw mechanism:
7274    *
7275    * The process starts in one of the following two functions which
7276    * are wrappers for this function:
7277    * clutter_actor_queue_redraw
7278    * _clutter_actor_queue_redraw_with_clip
7279    *
7280    * additionally, an effect can queue a redraw by wrapping this
7281    * function in clutter_effect_queue_rerun
7282    *
7283    * This functions queues an entry in a list associated with the
7284    * stage which is a list of actors that queued a redraw while
7285    * updating the timelines, performing layouting and processing other
7286    * mainloop sources before the next paint starts.
7287    *
7288    * We aim to minimize the processing done at this point because
7289    * there is a good chance other events will happen while updating
7290    * the scenegraph that would invalidate any expensive work we might
7291    * otherwise try to do here. For example we don't try and resolve
7292    * the screen space bounding box of an actor at this stage so as to
7293    * minimize how much of the screen redraw because it's possible
7294    * something else will happen which will force a full redraw anyway.
7295    *
7296    * When all updates are complete and we come to paint the stage then
7297    * we iterate this list and actually emit the "queue-redraw" signals
7298    * for each of the listed actors which will bubble up to the stage
7299    * for each actor and at that point we will transform the actors
7300    * paint volume into screen coordinates to determine the clip region
7301    * for what needs to be redrawn in the next paint.
7302    *
7303    * Besides minimizing redundant work another reason for this
7304    * deferred design is that it's more likely we will be able to
7305    * determine the paint volume of an actor once we've finished
7306    * updating the scenegraph because its allocation should be up to
7307    * date. NB: If we can't determine an actors paint volume then we
7308    * can't automatically queue a clipped redraw which can make a big
7309    * difference to performance.
7310    *
7311    * So the control flow goes like this:
7312    * One of clutter_actor_queue_redraw,
7313    *        _clutter_actor_queue_redraw_with_clip
7314    *     or clutter_effect_queue_rerun
7315    *
7316    * then control moves to:
7317    *   _clutter_stage_queue_actor_redraw
7318    *
7319    * later during _clutter_stage_do_update, once relayouting is done
7320    * and the scenegraph has been updated we will call:
7321    * _clutter_stage_finish_queue_redraws
7322    *
7323    * _clutter_stage_finish_queue_redraws will call
7324    * _clutter_actor_finish_queue_redraw for each listed actor.
7325    * Note: actors *are* allowed to queue further redraws during this
7326    * process (considering clone actors or texture_new_from_actor which
7327    * respond to their source queueing a redraw by queuing a redraw
7328    * themselves). We repeat the process until the list is empty.
7329    *
7330    * This will result in the "queue-redraw" signal being fired for
7331    * each actor which will pass control to the default signal handler:
7332    * clutter_actor_real_queue_redraw
7333    *
7334    * This will bubble up to the stages handler:
7335    * clutter_stage_real_queue_redraw
7336    *
7337    * clutter_stage_real_queue_redraw will transform the actors paint
7338    * volume into screen space and add it as a clip region for the next
7339    * paint.
7340    */
7341
7342   /* ignore queueing a redraw for actors being destroyed */
7343   if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
7344     return;
7345
7346   stage = _clutter_actor_get_stage_internal (self);
7347
7348   /* Ignore queueing a redraw for actors not descended from a stage */
7349   if (stage == NULL)
7350     return;
7351
7352   /* ignore queueing a redraw on stages that are being destroyed */
7353   if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
7354     return;
7355
7356   if (flags & CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION)
7357     {
7358       ClutterActorBox allocation_clip;
7359       ClutterVertex origin;
7360
7361       /* If the actor doesn't have a valid allocation then we will
7362        * queue a full stage redraw. */
7363       if (priv->needs_allocation)
7364         {
7365           /* NB: NULL denotes an undefined clip which will result in a
7366            * full redraw... */
7367           _clutter_actor_set_queue_redraw_clip (self, NULL);
7368           _clutter_actor_signal_queue_redraw (self, self);
7369           return;
7370         }
7371
7372       _clutter_paint_volume_init_static (&allocation_pv, self);
7373       pv = &allocation_pv;
7374
7375       _clutter_actor_get_allocation_clip (self, &allocation_clip);
7376
7377       origin.x = allocation_clip.x1;
7378       origin.y = allocation_clip.y1;
7379       origin.z = 0;
7380       clutter_paint_volume_set_origin (pv, &origin);
7381       clutter_paint_volume_set_width (pv,
7382                                       allocation_clip.x2 - allocation_clip.x1);
7383       clutter_paint_volume_set_height (pv,
7384                                        allocation_clip.y2 -
7385                                        allocation_clip.y1);
7386       should_free_pv = TRUE;
7387     }
7388   else
7389     {
7390       pv = volume;
7391       should_free_pv = FALSE;
7392     }
7393
7394   self->priv->queue_redraw_entry =
7395     _clutter_stage_queue_actor_redraw (CLUTTER_STAGE (stage),
7396                                        priv->queue_redraw_entry,
7397                                        self,
7398                                        pv);
7399
7400   if (should_free_pv)
7401     clutter_paint_volume_free (pv);
7402
7403   /* If this is the first redraw queued then we can directly use the
7404      effect parameter */
7405   if (!priv->is_dirty)
7406     priv->effect_to_redraw = effect;
7407   /* Otherwise we need to merge it with the existing effect parameter */
7408   else if (effect != NULL)
7409     {
7410       /* If there's already an effect then we need to use whichever is
7411          later in the chain of actors. Otherwise a full redraw has
7412          already been queued on the actor so we need to ignore the
7413          effect parameter */
7414       if (priv->effect_to_redraw != NULL)
7415         {
7416           if (priv->effects == NULL)
7417             g_warning ("Redraw queued with an effect that is "
7418                        "not applied to the actor");
7419           else
7420             {
7421               const GList *l;
7422
7423               for (l = _clutter_meta_group_peek_metas (priv->effects);
7424                    l != NULL;
7425                    l = l->next)
7426                 {
7427                   if (l->data == priv->effect_to_redraw ||
7428                       l->data == effect)
7429                     priv->effect_to_redraw = l->data;
7430                 }
7431             }
7432         }
7433     }
7434   else
7435     {
7436       /* If no effect is specified then we need to redraw the whole
7437          actor */
7438       priv->effect_to_redraw = NULL;
7439     }
7440
7441   priv->is_dirty = TRUE;
7442 }
7443
7444 /**
7445  * clutter_actor_queue_redraw:
7446  * @self: A #ClutterActor
7447  *
7448  * Queues up a redraw of an actor and any children. The redraw occurs
7449  * once the main loop becomes idle (after the current batch of events
7450  * has been processed, roughly).
7451  *
7452  * Applications rarely need to call this, as redraws are handled
7453  * automatically by modification functions.
7454  *
7455  * This function will not do anything if @self is not visible, or
7456  * if the actor is inside an invisible part of the scenegraph.
7457  *
7458  * Also be aware that painting is a NOP for actors with an opacity of
7459  * 0
7460  *
7461  * When you are implementing a custom actor you must queue a redraw
7462  * whenever some private state changes that will affect painting or
7463  * picking of your actor.
7464  */
7465 void
7466 clutter_actor_queue_redraw (ClutterActor *self)
7467 {
7468   g_return_if_fail (CLUTTER_IS_ACTOR (self));
7469
7470   _clutter_actor_queue_redraw_full (self,
7471                                     0, /* flags */
7472                                     NULL, /* clip volume */
7473                                     NULL /* effect */);
7474 }
7475
7476 /*< private >
7477  * _clutter_actor_queue_redraw_with_clip:
7478  * @self: A #ClutterActor
7479  * @flags: A mask of #ClutterRedrawFlags controlling the behaviour of
7480  *   this queue redraw.
7481  * @volume: A #ClutterPaintVolume describing the bounds of what needs to be
7482  *   redrawn or %NULL if you are just using a @flag to state your
7483  *   desired clipping.
7484  *
7485  * Queues up a clipped redraw of an actor and any children. The redraw
7486  * occurs once the main loop becomes idle (after the current batch of
7487  * events has been processed, roughly).
7488  *
7489  * If no flags are given the clip volume is defined by @volume
7490  * specified in actor coordinates and tells Clutter that only content
7491  * within this volume has been changed so Clutter can optionally
7492  * optimize the redraw.
7493  *
7494  * If the %CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION @flag is used, @volume
7495  * should be %NULL and this tells Clutter to use the actor's current
7496  * allocation as a clip box. This flag can only be used for 2D actors,
7497  * because any actor with depth may be projected outside its
7498  * allocation.
7499  *
7500  * Applications rarely need to call this, as redraws are handled
7501  * automatically by modification functions.
7502  *
7503  * This function will not do anything if @self is not visible, or if
7504  * the actor is inside an invisible part of the scenegraph.
7505  *
7506  * Also be aware that painting is a NOP for actors with an opacity of
7507  * 0
7508  *
7509  * When you are implementing a custom actor you must queue a redraw
7510  * whenever some private state changes that will affect painting or
7511  * picking of your actor.
7512  */
7513 void
7514 _clutter_actor_queue_redraw_with_clip (ClutterActor       *self,
7515                                        ClutterRedrawFlags  flags,
7516                                        ClutterPaintVolume *volume)
7517 {
7518   _clutter_actor_queue_redraw_full (self,
7519                                     flags, /* flags */
7520                                     volume, /* clip volume */
7521                                     NULL /* effect */);
7522 }
7523
7524 static void
7525 _clutter_actor_queue_only_relayout (ClutterActor *self)
7526 {
7527   ClutterActorPrivate *priv = self->priv;
7528
7529   if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
7530     return;
7531
7532   if (priv->needs_width_request &&
7533       priv->needs_height_request &&
7534       priv->needs_allocation)
7535     return; /* save some cpu cycles */
7536
7537 #if CLUTTER_ENABLE_DEBUG
7538   if (!CLUTTER_ACTOR_IS_TOPLEVEL (self) && CLUTTER_ACTOR_IN_RELAYOUT (self))
7539     {
7540       g_warning ("The actor '%s' is currently inside an allocation "
7541                  "cycle; calling clutter_actor_queue_relayout() is "
7542                  "not recommended",
7543                  _clutter_actor_get_debug_name (self));
7544     }
7545 #endif /* CLUTTER_ENABLE_DEBUG */
7546
7547   g_signal_emit (self, actor_signals[QUEUE_RELAYOUT], 0);
7548 }
7549
7550 /**
7551  * clutter_actor_queue_redraw_with_clip:
7552  * @self: a #ClutterActor
7553  * @clip: (allow-none): a rectangular clip region, or %NULL
7554  *
7555  * Queues a redraw on @self limited to a specific, actor-relative
7556  * rectangular area.
7557  *
7558  * If @clip is %NULL this function is equivalent to
7559  * clutter_actor_queue_redraw().
7560  *
7561  * Since: 1.10
7562  */
7563 void
7564 clutter_actor_queue_redraw_with_clip (ClutterActor                *self,
7565                                       const cairo_rectangle_int_t *clip)
7566 {
7567   ClutterPaintVolume volume;
7568   ClutterVertex origin;
7569
7570   g_return_if_fail (CLUTTER_IS_ACTOR (self));
7571
7572   if (clip == NULL)
7573     {
7574       clutter_actor_queue_redraw (self);
7575       return;
7576     }
7577
7578   _clutter_paint_volume_init_static (&volume, self);
7579
7580   origin.x = clip->x;
7581   origin.y = clip->y;
7582   origin.z = 0.0f;
7583
7584   clutter_paint_volume_set_origin (&volume, &origin);
7585   clutter_paint_volume_set_width (&volume, clip->width);
7586   clutter_paint_volume_set_height (&volume, clip->height);
7587
7588   _clutter_actor_queue_redraw_full (self, 0, &volume, NULL);
7589
7590   clutter_paint_volume_free (&volume);
7591 }
7592
7593 /**
7594  * clutter_actor_queue_relayout:
7595  * @self: A #ClutterActor
7596  *
7597  * Indicates that the actor's size request or other layout-affecting
7598  * properties may have changed. This function is used inside #ClutterActor
7599  * subclass implementations, not by applications directly.
7600  *
7601  * Queueing a new layout automatically queues a redraw as well.
7602  *
7603  * Since: 0.8
7604  */
7605 void
7606 clutter_actor_queue_relayout (ClutterActor *self)
7607 {
7608   g_return_if_fail (CLUTTER_IS_ACTOR (self));
7609
7610   _clutter_actor_queue_only_relayout (self);
7611   clutter_actor_queue_redraw (self);
7612 }
7613
7614 /**
7615  * clutter_actor_get_preferred_size:
7616  * @self: a #ClutterActor
7617  * @min_width_p: (out) (allow-none): return location for the minimum
7618  *   width, or %NULL
7619  * @min_height_p: (out) (allow-none): return location for the minimum
7620  *   height, or %NULL
7621  * @natural_width_p: (out) (allow-none): return location for the natural
7622  *   width, or %NULL
7623  * @natural_height_p: (out) (allow-none): return location for the natural
7624  *   height, or %NULL
7625  *
7626  * Computes the preferred minimum and natural size of an actor, taking into
7627  * account the actor's geometry management (either height-for-width
7628  * or width-for-height).
7629  *
7630  * The width and height used to compute the preferred height and preferred
7631  * width are the actor's natural ones.
7632  *
7633  * If you need to control the height for the preferred width, or the width for
7634  * the preferred height, you should use clutter_actor_get_preferred_width()
7635  * and clutter_actor_get_preferred_height(), and check the actor's preferred
7636  * geometry management using the #ClutterActor:request-mode property.
7637  *
7638  * Since: 0.8
7639  */
7640 void
7641 clutter_actor_get_preferred_size (ClutterActor *self,
7642                                   gfloat       *min_width_p,
7643                                   gfloat       *min_height_p,
7644                                   gfloat       *natural_width_p,
7645                                   gfloat       *natural_height_p)
7646 {
7647   ClutterActorPrivate *priv;
7648   gfloat min_width, min_height;
7649   gfloat natural_width, natural_height;
7650
7651   g_return_if_fail (CLUTTER_IS_ACTOR (self));
7652
7653   priv = self->priv;
7654
7655   min_width = min_height = 0;
7656   natural_width = natural_height = 0;
7657
7658   if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
7659     {
7660       CLUTTER_NOTE (LAYOUT, "Preferred size (height-for-width)");
7661       clutter_actor_get_preferred_width (self, -1,
7662                                          &min_width,
7663                                          &natural_width);
7664       clutter_actor_get_preferred_height (self, natural_width,
7665                                           &min_height,
7666                                           &natural_height);
7667     }
7668   else
7669     {
7670       CLUTTER_NOTE (LAYOUT, "Preferred size (width-for-height)");
7671       clutter_actor_get_preferred_height (self, -1,
7672                                           &min_height,
7673                                           &natural_height);
7674       clutter_actor_get_preferred_width (self, natural_height,
7675                                          &min_width,
7676                                          &natural_width);
7677     }
7678
7679   if (min_width_p)
7680     *min_width_p = min_width;
7681
7682   if (min_height_p)
7683     *min_height_p = min_height;
7684
7685   if (natural_width_p)
7686     *natural_width_p = natural_width;
7687
7688   if (natural_height_p)
7689     *natural_height_p = natural_height;
7690 }
7691
7692 /*< private >
7693  * effective_align:
7694  * @align: a #ClutterActorAlign
7695  * @direction: a #ClutterTextDirection
7696  *
7697  * Retrieves the correct alignment depending on the text direction
7698  *
7699  * Return value: the effective alignment
7700  */
7701 static ClutterActorAlign
7702 effective_align (ClutterActorAlign    align,
7703                  ClutterTextDirection direction)
7704 {
7705   ClutterActorAlign res;
7706
7707   switch (align)
7708     {
7709     case CLUTTER_ACTOR_ALIGN_START:
7710       res = (direction == CLUTTER_TEXT_DIRECTION_RTL)
7711           ? CLUTTER_ACTOR_ALIGN_END
7712           : CLUTTER_ACTOR_ALIGN_START;
7713       break;
7714
7715     case CLUTTER_ACTOR_ALIGN_END:
7716       res = (direction == CLUTTER_TEXT_DIRECTION_RTL)
7717           ? CLUTTER_ACTOR_ALIGN_START
7718           : CLUTTER_ACTOR_ALIGN_END;
7719       break;
7720
7721     default:
7722       res = align;
7723       break;
7724     }
7725
7726   return res;
7727 }
7728
7729 static inline void
7730 adjust_for_margin (float  margin_start,
7731                    float  margin_end,
7732                    float *minimum_size,
7733                    float *natural_size,
7734                    float *allocated_start,
7735                    float *allocated_end)
7736 {
7737   *minimum_size -= (margin_start + margin_end);
7738   *natural_size -= (margin_start + margin_end);
7739   *allocated_start += margin_start;
7740   *allocated_end -= margin_end;
7741 }
7742
7743 static inline void
7744 adjust_for_alignment (ClutterActorAlign  alignment,
7745                       float              natural_size,
7746                       float             *allocated_start,
7747                       float             *allocated_end)
7748 {
7749   float allocated_size = *allocated_end - *allocated_start;
7750
7751   switch (alignment)
7752     {
7753     case CLUTTER_ACTOR_ALIGN_FILL:
7754       /* do nothing */
7755       break;
7756
7757     case CLUTTER_ACTOR_ALIGN_START:
7758       /* keep start */
7759       *allocated_end = *allocated_start + MIN (natural_size, allocated_size);
7760       break;
7761
7762     case CLUTTER_ACTOR_ALIGN_END:
7763       if (allocated_size > natural_size)
7764         {
7765           *allocated_start += (allocated_size - natural_size);
7766           *allocated_end = *allocated_start + natural_size;
7767         }
7768       break;
7769
7770     case CLUTTER_ACTOR_ALIGN_CENTER:
7771       if (allocated_size > natural_size)
7772         {
7773           *allocated_start += ceilf ((allocated_size - natural_size) / 2);
7774           *allocated_end = *allocated_start + MIN (allocated_size, natural_size);
7775         }
7776       break;
7777     }
7778 }
7779
7780 /*< private >
7781  * clutter_actor_adjust_width:
7782  * @self: a #ClutterActor
7783  * @minimum_width: (inout): the actor's preferred minimum width, which
7784  *   will be adjusted depending on the margin
7785  * @natural_width: (inout): the actor's preferred natural width, which
7786  *   will be adjusted depending on the margin
7787  * @adjusted_x1: (out): the adjusted x1 for the actor's bounding box
7788  * @adjusted_x2: (out): the adjusted x2 for the actor's bounding box
7789  *
7790  * Adjusts the preferred and allocated position and size of an actor,
7791  * depending on the margin and alignment properties.
7792  */
7793 static void
7794 clutter_actor_adjust_width (ClutterActor *self,
7795                             gfloat       *minimum_width,
7796                             gfloat       *natural_width,
7797                             gfloat       *adjusted_x1,
7798                             gfloat       *adjusted_x2)
7799 {
7800   ClutterTextDirection text_dir;
7801   const ClutterLayoutInfo *info;
7802
7803   info = _clutter_actor_get_layout_info_or_defaults (self);
7804   text_dir = clutter_actor_get_text_direction (self);
7805
7806   CLUTTER_NOTE (LAYOUT, "Adjusting allocated X and width");
7807
7808   /* this will tweak natural_width to remove the margin, so that
7809    * adjust_for_alignment() will use the correct size
7810    */
7811   adjust_for_margin (info->margin.left, info->margin.right,
7812                      minimum_width, natural_width,
7813                      adjusted_x1, adjusted_x2);
7814
7815   adjust_for_alignment (effective_align (info->x_align, text_dir),
7816                         *natural_width,
7817                         adjusted_x1, adjusted_x2);
7818 }
7819
7820 /*< private >
7821  * clutter_actor_adjust_height:
7822  * @self: a #ClutterActor
7823  * @minimum_height: (inout): the actor's preferred minimum height, which
7824  *   will be adjusted depending on the margin
7825  * @natural_height: (inout): the actor's preferred natural height, which
7826  *   will be adjusted depending on the margin
7827  * @adjusted_y1: (out): the adjusted y1 for the actor's bounding box
7828  * @adjusted_y2: (out): the adjusted y2 for the actor's bounding box
7829  *
7830  * Adjusts the preferred and allocated position and size of an actor,
7831  * depending on the margin and alignment properties.
7832  */
7833 static void
7834 clutter_actor_adjust_height (ClutterActor *self,
7835                              gfloat       *minimum_height,
7836                              gfloat       *natural_height,
7837                              gfloat       *adjusted_y1,
7838                              gfloat       *adjusted_y2)
7839 {
7840   const ClutterLayoutInfo *info;
7841
7842   info = _clutter_actor_get_layout_info_or_defaults (self);
7843
7844   CLUTTER_NOTE (LAYOUT, "Adjusting allocated Y and height");
7845
7846   /* this will tweak natural_height to remove the margin, so that
7847    * adjust_for_alignment() will use the correct size
7848    */
7849   adjust_for_margin (info->margin.top, info->margin.bottom,
7850                      minimum_height, natural_height,
7851                      adjusted_y1,
7852                      adjusted_y2);
7853
7854   /* we don't use effective_align() here, because text direction
7855    * only affects the horizontal axis
7856    */
7857   adjust_for_alignment (info->y_align,
7858                         *natural_height,
7859                         adjusted_y1,
7860                         adjusted_y2);
7861
7862 }
7863
7864 /* looks for a cached size request for this for_size. If not
7865  * found, returns the oldest entry so it can be overwritten */
7866 static gboolean
7867 _clutter_actor_get_cached_size_request (gfloat         for_size,
7868                                         SizeRequest   *cached_size_requests,
7869                                         SizeRequest  **result)
7870 {
7871   guint i;
7872
7873   *result = &cached_size_requests[0];
7874
7875   for (i = 0; i < N_CACHED_SIZE_REQUESTS; i++)
7876     {
7877       SizeRequest *sr;
7878
7879       sr = &cached_size_requests[i];
7880
7881       if (sr->age > 0 &&
7882           sr->for_size == for_size)
7883         {
7884           CLUTTER_NOTE (LAYOUT, "Size cache hit for size: %.2f", for_size);
7885           *result = sr;
7886           return TRUE;
7887         }
7888       else if (sr->age < (*result)->age)
7889         {
7890           *result = sr;
7891         }
7892     }
7893
7894   CLUTTER_NOTE (LAYOUT, "Size cache miss for size: %.2f", for_size);
7895
7896   return FALSE;
7897 }
7898
7899 /**
7900  * clutter_actor_get_preferred_width:
7901  * @self: A #ClutterActor
7902  * @for_height: available height when computing the preferred width,
7903  *   or a negative value to indicate that no height is defined
7904  * @min_width_p: (out) (allow-none): return location for minimum width,
7905  *   or %NULL
7906  * @natural_width_p: (out) (allow-none): return location for the natural
7907  *   width, or %NULL
7908  *
7909  * Computes the requested minimum and natural widths for an actor,
7910  * optionally depending on the specified height, or if they are
7911  * already computed, returns the cached values.
7912  *
7913  * An actor may not get its request - depending on the layout
7914  * manager that's in effect.
7915  *
7916  * A request should not incorporate the actor's scale or anchor point;
7917  * those transformations do not affect layout, only rendering.
7918  *
7919  * Since: 0.8
7920  */
7921 void
7922 clutter_actor_get_preferred_width (ClutterActor *self,
7923                                    gfloat        for_height,
7924                                    gfloat       *min_width_p,
7925                                    gfloat       *natural_width_p)
7926 {
7927   float request_min_width, request_natural_width;
7928   SizeRequest *cached_size_request;
7929   const ClutterLayoutInfo *info;
7930   ClutterActorPrivate *priv;
7931   gboolean found_in_cache;
7932
7933   g_return_if_fail (CLUTTER_IS_ACTOR (self));
7934
7935   priv = self->priv;
7936
7937   info = _clutter_actor_get_layout_info_or_defaults (self);
7938
7939   /* we shortcircuit the case of a fixed size set using set_width() */
7940   if (priv->min_width_set && priv->natural_width_set)
7941     {
7942       if (min_width_p != NULL)
7943         *min_width_p = info->min_width + (info->margin.left + info->margin.right);
7944
7945       if (natural_width_p != NULL)
7946         *natural_width_p = info->natural_width + (info->margin.left + info->margin.right);
7947
7948       return;
7949     }
7950
7951   /* the remaining cases are:
7952    *
7953    *   - either min_width or natural_width have been set
7954    *   - neither min_width or natural_width have been set
7955    *
7956    * in both cases, we go through the cache (and through the actor in case
7957    * of cache misses) and determine the authoritative value depending on
7958    * the *_set flags.
7959    */
7960
7961   if (!priv->needs_width_request)
7962     {
7963       found_in_cache =
7964         _clutter_actor_get_cached_size_request (for_height,
7965                                                 priv->width_requests,
7966                                                 &cached_size_request);
7967     }
7968   else
7969     {
7970       /* if the actor needs a width request we use the first slot */
7971       found_in_cache = FALSE;
7972       cached_size_request = &priv->width_requests[0];
7973     }
7974
7975   if (!found_in_cache)
7976     {
7977       gfloat minimum_width, natural_width;
7978       ClutterActorClass *klass;
7979
7980       minimum_width = natural_width = 0;
7981
7982       /* adjust for the margin */
7983       if (for_height >= 0)
7984         {
7985           for_height -= (info->margin.top + info->margin.bottom);
7986           if (for_height < 0)
7987             for_height = 0;
7988         }
7989
7990       CLUTTER_NOTE (LAYOUT, "Width request for %.2f px", for_height);
7991
7992       klass = CLUTTER_ACTOR_GET_CLASS (self);
7993       klass->get_preferred_width (self, for_height,
7994                                   &minimum_width,
7995                                   &natural_width);
7996
7997       /* adjust for the margin */
7998       minimum_width += (info->margin.left + info->margin.right);
7999       natural_width += (info->margin.left + info->margin.right);
8000
8001       /* Due to accumulated float errors, it's better not to warn
8002        * on this, but just fix it.
8003        */
8004       if (natural_width < minimum_width)
8005         natural_width = minimum_width;
8006
8007       cached_size_request->min_size = minimum_width;
8008       cached_size_request->natural_size = natural_width;
8009       cached_size_request->for_size = for_height;
8010       cached_size_request->age = priv->cached_width_age;
8011
8012       priv->cached_width_age += 1;
8013       priv->needs_width_request = FALSE;
8014     }
8015
8016   if (!priv->min_width_set)
8017     request_min_width = cached_size_request->min_size;
8018   else
8019     request_min_width = info->min_width;
8020
8021   if (!priv->natural_width_set)
8022     request_natural_width = cached_size_request->natural_size;
8023   else
8024     request_natural_width = info->natural_width;
8025
8026   if (min_width_p)
8027     *min_width_p = request_min_width;
8028
8029   if (natural_width_p)
8030     *natural_width_p = request_natural_width;
8031 }
8032
8033 /**
8034  * clutter_actor_get_preferred_height:
8035  * @self: A #ClutterActor
8036  * @for_width: available width to assume in computing desired height,
8037  *   or a negative value to indicate that no width is defined
8038  * @min_height_p: (out) (allow-none): return location for minimum height,
8039  *   or %NULL
8040  * @natural_height_p: (out) (allow-none): return location for natural
8041  *   height, or %NULL
8042  *
8043  * Computes the requested minimum and natural heights for an actor,
8044  * or if they are already computed, returns the cached values.
8045  *
8046  * An actor may not get its request - depending on the layout
8047  * manager that's in effect.
8048  *
8049  * A request should not incorporate the actor's scale or anchor point;
8050  * those transformations do not affect layout, only rendering.
8051  *
8052  * Since: 0.8
8053  */
8054 void
8055 clutter_actor_get_preferred_height (ClutterActor *self,
8056                                     gfloat        for_width,
8057                                     gfloat       *min_height_p,
8058                                     gfloat       *natural_height_p)
8059 {
8060   float request_min_height, request_natural_height;
8061   SizeRequest *cached_size_request;
8062   const ClutterLayoutInfo *info;
8063   ClutterActorPrivate *priv;
8064   gboolean found_in_cache;
8065
8066   g_return_if_fail (CLUTTER_IS_ACTOR (self));
8067
8068   priv = self->priv;
8069
8070   info = _clutter_actor_get_layout_info_or_defaults (self);
8071
8072   /* we shortcircuit the case of a fixed size set using set_height() */
8073   if (priv->min_height_set && priv->natural_height_set)
8074     {
8075       if (min_height_p != NULL)
8076         *min_height_p = info->min_height + (info->margin.top + info->margin.bottom);
8077
8078       if (natural_height_p != NULL)
8079         *natural_height_p = info->natural_height + (info->margin.top + info->margin.bottom);
8080
8081       return;
8082     }
8083
8084   /* the remaining cases are:
8085    *
8086    *   - either min_height or natural_height have been set
8087    *   - neither min_height or natural_height have been set
8088    *
8089    * in both cases, we go through the cache (and through the actor in case
8090    * of cache misses) and determine the authoritative value depending on
8091    * the *_set flags.
8092    */
8093
8094   if (!priv->needs_height_request)
8095     {
8096       found_in_cache =
8097         _clutter_actor_get_cached_size_request (for_width,
8098                                                 priv->height_requests,
8099                                                 &cached_size_request);
8100     }
8101   else
8102     {
8103       found_in_cache = FALSE;
8104       cached_size_request = &priv->height_requests[0];
8105     }
8106
8107   if (!found_in_cache)
8108     {
8109       gfloat minimum_height, natural_height;
8110       ClutterActorClass *klass;
8111
8112       minimum_height = natural_height = 0;
8113
8114       CLUTTER_NOTE (LAYOUT, "Height request for %.2f px", for_width);
8115
8116       /* adjust for margin */
8117       if (for_width >= 0)
8118         {
8119           for_width -= (info->margin.left + info->margin.right);
8120           if (for_width < 0)
8121             for_width = 0;
8122         }
8123
8124       klass = CLUTTER_ACTOR_GET_CLASS (self);
8125       klass->get_preferred_height (self, for_width,
8126                                    &minimum_height,
8127                                    &natural_height);
8128
8129       /* adjust for margin */
8130       minimum_height += (info->margin.top + info->margin.bottom);
8131       natural_height += (info->margin.top + info->margin.bottom);
8132
8133       /* Due to accumulated float errors, it's better not to warn
8134        * on this, but just fix it.
8135        */
8136       if (natural_height < minimum_height)
8137         natural_height = minimum_height;
8138
8139       cached_size_request->min_size = minimum_height;
8140       cached_size_request->natural_size = natural_height;
8141       cached_size_request->for_size = for_width;
8142       cached_size_request->age = priv->cached_height_age;
8143
8144       priv->cached_height_age += 1;
8145       priv->needs_height_request = FALSE;
8146     }
8147
8148   if (!priv->min_height_set)
8149     request_min_height = cached_size_request->min_size;
8150   else
8151     request_min_height = info->min_height;
8152
8153   if (!priv->natural_height_set)
8154     request_natural_height = cached_size_request->natural_size;
8155   else
8156     request_natural_height = info->natural_height;
8157
8158   if (min_height_p)
8159     *min_height_p = request_min_height;
8160
8161   if (natural_height_p)
8162     *natural_height_p = request_natural_height;
8163 }
8164
8165 /**
8166  * clutter_actor_get_allocation_box:
8167  * @self: A #ClutterActor
8168  * @box: (out): the function fills this in with the actor's allocation
8169  *
8170  * Gets the layout box an actor has been assigned. The allocation can
8171  * only be assumed valid inside a paint() method; anywhere else, it
8172  * may be out-of-date.
8173  *
8174  * An allocation does not incorporate the actor's scale or anchor point;
8175  * those transformations do not affect layout, only rendering.
8176  *
8177  * <note>Do not call any of the clutter_actor_get_allocation_*() family
8178  * of functions inside the implementation of the get_preferred_width()
8179  * or get_preferred_height() virtual functions.</note>
8180  *
8181  * Since: 0.8
8182  */
8183 void
8184 clutter_actor_get_allocation_box (ClutterActor    *self,
8185                                   ClutterActorBox *box)
8186 {
8187   g_return_if_fail (CLUTTER_IS_ACTOR (self));
8188
8189   /* XXX - if needs_allocation=TRUE, we can either 1) g_return_if_fail,
8190    * which limits calling get_allocation to inside paint() basically; or
8191    * we can 2) force a layout, which could be expensive if someone calls
8192    * get_allocation somewhere silly; or we can 3) just return the latest
8193    * value, allowing it to be out-of-date, and assume people know what
8194    * they are doing.
8195    *
8196    * The least-surprises approach that keeps existing code working is
8197    * likely to be 2). People can end up doing some inefficient things,
8198    * though, and in general code that requires 2) is probably broken.
8199    */
8200
8201   /* this implements 2) */
8202   if (G_UNLIKELY (self->priv->needs_allocation))
8203     {
8204       ClutterActor *stage = _clutter_actor_get_stage_internal (self);
8205
8206       /* do not queue a relayout on an unparented actor */
8207       if (stage)
8208         _clutter_stage_maybe_relayout (stage);
8209     }
8210
8211   /* commenting out the code above and just keeping this assigment
8212    * implements 3)
8213    */
8214   *box = self->priv->allocation;
8215 }
8216
8217 /**
8218  * clutter_actor_get_allocation_geometry:
8219  * @self: A #ClutterActor
8220  * @geom: (out): allocation geometry in pixels
8221  *
8222  * Gets the layout box an actor has been assigned.  The allocation can
8223  * only be assumed valid inside a paint() method; anywhere else, it
8224  * may be out-of-date.
8225  *
8226  * An allocation does not incorporate the actor's scale or anchor point;
8227  * those transformations do not affect layout, only rendering.
8228  *
8229  * The returned rectangle is in pixels.
8230  *
8231  * Since: 0.8
8232  */
8233 void
8234 clutter_actor_get_allocation_geometry (ClutterActor    *self,
8235                                        ClutterGeometry *geom)
8236 {
8237   ClutterActorBox box;
8238
8239   g_return_if_fail (CLUTTER_IS_ACTOR (self));
8240   g_return_if_fail (geom != NULL);
8241
8242   clutter_actor_get_allocation_box (self, &box);
8243
8244   geom->x = CLUTTER_NEARBYINT (clutter_actor_box_get_x (&box));
8245   geom->y = CLUTTER_NEARBYINT (clutter_actor_box_get_y (&box));
8246   geom->width = CLUTTER_NEARBYINT (clutter_actor_box_get_width (&box));
8247   geom->height = CLUTTER_NEARBYINT (clutter_actor_box_get_height (&box));
8248 }
8249
8250 static void
8251 clutter_actor_update_constraints (ClutterActor    *self,
8252                                   ClutterActorBox *allocation)
8253 {
8254   ClutterActorPrivate *priv = self->priv;
8255   const GList *constraints, *l;
8256
8257   if (priv->constraints == NULL)
8258     return;
8259
8260   constraints = _clutter_meta_group_peek_metas (priv->constraints);
8261   for (l = constraints; l != NULL; l = l->next)
8262     {
8263       ClutterConstraint *constraint = l->data;
8264       ClutterActorMeta *meta = l->data;
8265
8266       if (clutter_actor_meta_get_enabled (meta))
8267         {
8268           _clutter_constraint_update_allocation (constraint,
8269                                                  self,
8270                                                  allocation);
8271
8272           CLUTTER_NOTE (LAYOUT,
8273                         "Allocation of '%s' after constraint '%s': "
8274                         "{ %.2f, %.2f, %.2f, %.2f }",
8275                         _clutter_actor_get_debug_name (self),
8276                         _clutter_actor_meta_get_debug_name (meta),
8277                         allocation->x1,
8278                         allocation->y1,
8279                         allocation->x2,
8280                         allocation->y2);
8281         }
8282     }
8283 }
8284
8285 /*< private >
8286  * clutter_actor_adjust_allocation:
8287  * @self: a #ClutterActor
8288  * @allocation: (inout): the allocation to adjust
8289  *
8290  * Adjusts the passed allocation box taking into account the actor's
8291  * layout information, like alignment, expansion, and margin.
8292  */
8293 static void
8294 clutter_actor_adjust_allocation (ClutterActor    *self,
8295                                  ClutterActorBox *allocation)
8296 {
8297   ClutterActorBox adj_allocation;
8298   float alloc_width, alloc_height;
8299   float min_width, min_height;
8300   float nat_width, nat_height;
8301   ClutterRequestMode req_mode;
8302
8303   adj_allocation = *allocation;
8304
8305   clutter_actor_box_get_size (allocation, &alloc_width, &alloc_height);
8306
8307   /* we want to hit the cache, so we use the public API */
8308   req_mode = clutter_actor_get_request_mode (self);
8309
8310   if (req_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
8311     {
8312       clutter_actor_get_preferred_width (self, -1,
8313                                          &min_width,
8314                                          &nat_width);
8315       clutter_actor_get_preferred_height (self, alloc_width,
8316                                           &min_height,
8317                                           &nat_height);
8318     }
8319   else if (req_mode == CLUTTER_REQUEST_WIDTH_FOR_HEIGHT)
8320     {
8321       clutter_actor_get_preferred_height (self, -1,
8322                                           &min_height,
8323                                           &nat_height);
8324       clutter_actor_get_preferred_height (self, alloc_height,
8325                                           &min_width,
8326                                           &nat_width);
8327     }
8328
8329 #ifdef CLUTTER_ENABLE_DEBUG
8330   /* warn about underallocations */
8331   if (_clutter_diagnostic_enabled () &&
8332       (floorf (min_width - alloc_width) > 0 ||
8333        floorf (min_height - alloc_height) > 0))
8334     {
8335       ClutterActor *parent = clutter_actor_get_parent (self);
8336
8337       /* the only actors that are allowed to be underallocated are the Stage,
8338        * as it doesn't have an implicit size, and Actors that specifically
8339        * told us that they want to opt-out from layout control mechanisms
8340        * through the NO_LAYOUT escape hatch.
8341        */
8342       if (parent != NULL &&
8343           !(self->flags & CLUTTER_ACTOR_NO_LAYOUT) != 0)
8344         {
8345           g_warning (G_STRLOC ": The actor '%s' is getting an allocation "
8346                      "of %.2f x %.2f from its parent actor '%s', but its "
8347                      "requested minimum size is of %.2f x %.2f",
8348                      _clutter_actor_get_debug_name (self),
8349                      alloc_width, alloc_height,
8350                      _clutter_actor_get_debug_name (parent),
8351                      min_width, min_height);
8352         }
8353     }
8354 #endif
8355
8356   clutter_actor_adjust_width (self,
8357                               &min_width,
8358                               &nat_width,
8359                               &adj_allocation.x1,
8360                               &adj_allocation.x2);
8361
8362   clutter_actor_adjust_height (self,
8363                                &min_height,
8364                                &nat_height,
8365                                &adj_allocation.y1,
8366                                &adj_allocation.y2);
8367
8368   /* we maintain the invariant that an allocation cannot be adjusted
8369    * to be outside the parent-given box
8370    */
8371   if (adj_allocation.x1 < allocation->x1 ||
8372       adj_allocation.y1 < allocation->y1 ||
8373       adj_allocation.x2 > allocation->x2 ||
8374       adj_allocation.y2 > allocation->y2)
8375     {
8376       g_warning (G_STRLOC ": The actor '%s' tried to adjust its allocation "
8377                  "to { %.2f, %.2f, %.2f, %.2f }, which is outside of its "
8378                  "original allocation of { %.2f, %.2f, %.2f, %.2f }",
8379                  _clutter_actor_get_debug_name (self),
8380                  adj_allocation.x1, adj_allocation.y1,
8381                  adj_allocation.x2 - adj_allocation.x1,
8382                  adj_allocation.y2 - adj_allocation.y1,
8383                  allocation->x1, allocation->y1,
8384                  allocation->x2 - allocation->x1,
8385                  allocation->y2 - allocation->y1);
8386       return;
8387     }
8388
8389   *allocation = adj_allocation;
8390 }
8391
8392 /**
8393  * clutter_actor_allocate:
8394  * @self: A #ClutterActor
8395  * @box: new allocation of the actor, in parent-relative coordinates
8396  * @flags: flags that control the allocation
8397  *
8398  * Called by the parent of an actor to assign the actor its size.
8399  * Should never be called by applications (except when implementing
8400  * a container or layout manager).
8401  *
8402  * Actors can know from their allocation box whether they have moved
8403  * with respect to their parent actor. The @flags parameter describes
8404  * additional information about the allocation, for instance whether
8405  * the parent has moved with respect to the stage, for example because
8406  * a grandparent's origin has moved.
8407  *
8408  * Since: 0.8
8409  */
8410 void
8411 clutter_actor_allocate (ClutterActor           *self,
8412                         const ClutterActorBox  *box,
8413                         ClutterAllocationFlags  flags)
8414 {
8415   ClutterActorPrivate *priv;
8416   ClutterActorClass *klass;
8417   ClutterActorBox old_allocation, real_allocation;
8418   gboolean origin_changed, child_moved, size_changed;
8419   gboolean stage_allocation_changed;
8420
8421   g_return_if_fail (CLUTTER_IS_ACTOR (self));
8422   if (G_UNLIKELY (_clutter_actor_get_stage_internal (self) == NULL))
8423     {
8424       g_warning ("Spurious clutter_actor_allocate called for actor %p/%s "
8425                  "which isn't a descendent of the stage!\n",
8426                  self, _clutter_actor_get_debug_name (self));
8427       return;
8428     }
8429
8430   priv = self->priv;
8431
8432   old_allocation = priv->allocation;
8433   real_allocation = *box;
8434
8435   /* constraints are allowed to modify the allocation only here; we do
8436    * this prior to all the other checks so that we can bail out if the
8437    * allocation did not change
8438    */
8439   clutter_actor_update_constraints (self, &real_allocation);
8440
8441   /* adjust the allocation depending on the align/margin properties */
8442   clutter_actor_adjust_allocation (self, &real_allocation);
8443
8444   if (real_allocation.x2 < real_allocation.x1 ||
8445       real_allocation.y2 < real_allocation.y1)
8446     {
8447       g_warning (G_STRLOC ": Actor '%s' tried to allocate a size of %.2f x %.2f",
8448                  _clutter_actor_get_debug_name (self),
8449                  real_allocation.x2 - real_allocation.x1,
8450                  real_allocation.y2 - real_allocation.y1);
8451     }
8452
8453   /* we allow 0-sized actors, but not negative-sized ones */
8454   real_allocation.x2 = MAX (real_allocation.x2, real_allocation.x1);
8455   real_allocation.y2 = MAX (real_allocation.y2, real_allocation.y1);
8456
8457   origin_changed = (flags & CLUTTER_ABSOLUTE_ORIGIN_CHANGED);
8458
8459   child_moved = (real_allocation.x1 != old_allocation.x1 ||
8460                  real_allocation.y1 != old_allocation.y1);
8461
8462   size_changed = (real_allocation.x2 != old_allocation.x2 ||
8463                   real_allocation.y2 != old_allocation.y2);
8464
8465   if (origin_changed || child_moved || size_changed)
8466     stage_allocation_changed = TRUE;
8467   else
8468     stage_allocation_changed = FALSE;
8469
8470   /* If we get an allocation "out of the blue"
8471    * (we did not queue relayout), then we want to
8472    * ignore it. But if we have needs_allocation set,
8473    * we want to guarantee that allocate() virtual
8474    * method is always called, i.e. that queue_relayout()
8475    * always results in an allocate() invocation on
8476    * an actor.
8477    *
8478    * The optimization here is to avoid re-allocating
8479    * actors that did not queue relayout and were
8480    * not moved.
8481    */
8482   if (!priv->needs_allocation && !stage_allocation_changed)
8483     {
8484       CLUTTER_NOTE (LAYOUT, "No allocation needed");
8485       return;
8486     }
8487
8488   /* When ABSOLUTE_ORIGIN_CHANGED is passed in to
8489    * clutter_actor_allocate(), it indicates whether the parent has its
8490    * absolute origin moved; when passed in to ClutterActor::allocate()
8491    * virtual method though, it indicates whether the child has its
8492    * absolute origin moved.  So we set it when child_moved is TRUE
8493    */
8494   if (child_moved)
8495     flags |= CLUTTER_ABSOLUTE_ORIGIN_CHANGED;
8496
8497   CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT);
8498
8499   CLUTTER_NOTE (LAYOUT, "Calling %s::allocate()",
8500                 _clutter_actor_get_debug_name (self));
8501
8502   klass = CLUTTER_ACTOR_GET_CLASS (self);
8503   klass->allocate (self, &real_allocation, flags);
8504
8505   CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT);
8506
8507   if (stage_allocation_changed)
8508     clutter_actor_queue_redraw (self);
8509 }
8510
8511 /**
8512  * clutter_actor_set_allocation:
8513  * @self: a #ClutterActor
8514  * @box: a #ClutterActorBox
8515  * @flags: allocation flags
8516  *
8517  * Stores the allocation of @self as defined by @box.
8518  *
8519  * This function can only be called from within the implementation of
8520  * the #ClutterActorClass.allocate() virtual function.
8521  *
8522  * The allocation should have been adjusted to take into account constraints,
8523  * alignment, and margin properties. If you are implementing a #ClutterActor
8524  * subclass that provides its own layout management policy for its children
8525  * instead of using a #ClutterLayoutManager delegate, you should not call
8526  * this function on the children of @self; instead, you should call
8527  * clutter_actor_allocate(), which will adjust the allocation box for
8528  * you.
8529  *
8530  * This function should only be used by subclasses of #ClutterActor
8531  * that wish to store their allocation but cannot chain up to the
8532  * parent's implementation; the default implementation of the
8533  * #ClutterActorClass.allocate() virtual function will call this
8534  * function.
8535  *
8536  * It is important to note that, while chaining up was the recommended
8537  * behaviour for #ClutterActor subclasses prior to the introduction of
8538  * this function, it is recommended to call clutter_actor_set_allocation()
8539  * instead.
8540  *
8541  * If the #ClutterActor is using a #ClutterLayoutManager delegate object
8542  * to handle the allocation of its children, this function will call
8543  * the clutter_layout_manager_allocate() function only if the
8544  * %CLUTTER_DELEGATE_LAYOUT flag is set on @flags, otherwise it is
8545  * expected that the subclass will call clutter_layout_manager_allocate()
8546  * by itself. For instance, the following code:
8547  *
8548  * |[
8549  * static void
8550  * my_actor_allocate (ClutterActor *actor,
8551  *                    const ClutterActorBox *allocation,
8552  *                    ClutterAllocationFlags flags)
8553  * {
8554  *   ClutterActorBox new_alloc;
8555  *   ClutterAllocationFlags new_flags;
8556  *
8557  *   adjust_allocation (allocation, &amp;new_alloc);
8558  *
8559  *   new_flags = flags | CLUTTER_DELEGATE_LAYOUT;
8560  *
8561  *   /&ast; this will use the layout manager set on the actor &ast;/
8562  *   clutter_actor_set_allocation (actor, &amp;new_alloc, new_flags);
8563  * }
8564  * ]|
8565  *
8566  * is equivalent to this:
8567  *
8568  * |[
8569  * static void
8570  * my_actor_allocate (ClutterActor *actor,
8571  *                    const ClutterActorBox *allocation,
8572  *                    ClutterAllocationFlags flags)
8573  * {
8574  *   ClutterLayoutManager *layout;
8575  *   ClutterActorBox new_alloc;
8576  *
8577  *   adjust_allocation (allocation, &amp;new_alloc);
8578  *
8579  *   clutter_actor_set_allocation (actor, &amp;new_alloc, flags);
8580  *
8581  *   layout = clutter_actor_get_layout_manager (actor);
8582  *   clutter_layout_manager_allocate (layout,
8583  *                                    CLUTTER_CONTAINER (actor),
8584  *                                    &amp;new_alloc,
8585  *                                    flags);
8586  * }
8587  * ]|
8588  *
8589  * Since: 1.10
8590  */
8591 void
8592 clutter_actor_set_allocation (ClutterActor           *self,
8593                               const ClutterActorBox  *box,
8594                               ClutterAllocationFlags  flags)
8595 {
8596   ClutterActorPrivate *priv;
8597   gboolean changed;
8598
8599   g_return_if_fail (CLUTTER_IS_ACTOR (self));
8600   g_return_if_fail (box != NULL);
8601
8602   if (G_UNLIKELY (!CLUTTER_ACTOR_IN_RELAYOUT (self)))
8603     {
8604       g_critical (G_STRLOC ": The clutter_actor_set_allocation() function "
8605                   "can only be called from within the implementation of "
8606                   "the ClutterActor::allocate() virtual function.");
8607       return;
8608     }
8609
8610   priv = self->priv;
8611
8612   g_object_freeze_notify (G_OBJECT (self));
8613
8614   changed = clutter_actor_set_allocation_internal (self, box, flags);
8615
8616   /* we allocate our children before we notify changes in our geometry,
8617    * so that people connecting to properties will be able to get valid
8618    * data out of the sub-tree of the scene graph that has this actor at
8619    * the root.
8620    */
8621   clutter_actor_maybe_layout_children (self, box, flags);
8622
8623   if (changed)
8624     {
8625       ClutterActorBox signal_box = priv->allocation;
8626       ClutterAllocationFlags signal_flags = priv->allocation_flags;
8627
8628       g_signal_emit (self, actor_signals[ALLOCATION_CHANGED], 0,
8629                      &signal_box,
8630                      signal_flags);
8631     }
8632
8633   g_object_thaw_notify (G_OBJECT (self));
8634 }
8635
8636 /**
8637  * clutter_actor_set_geometry:
8638  * @self: A #ClutterActor
8639  * @geometry: A #ClutterGeometry
8640  *
8641  * Sets the actor's fixed position and forces its minimum and natural
8642  * size, in pixels. This means the untransformed actor will have the
8643  * given geometry. This is the same as calling clutter_actor_set_position()
8644  * and clutter_actor_set_size().
8645  *
8646  * Deprecated: 1.10: Use clutter_actor_set_position() and
8647  *   clutter_actor_set_size() instead.
8648  */
8649 void
8650 clutter_actor_set_geometry (ClutterActor          *self,
8651                             const ClutterGeometry *geometry)
8652 {
8653   g_object_freeze_notify (G_OBJECT (self));
8654
8655   clutter_actor_set_position (self, geometry->x, geometry->y);
8656   clutter_actor_set_size (self, geometry->width, geometry->height);
8657
8658   g_object_thaw_notify (G_OBJECT (self));
8659 }
8660
8661 /**
8662  * clutter_actor_get_geometry:
8663  * @self: A #ClutterActor
8664  * @geometry: (out caller-allocates): A location to store actors #ClutterGeometry
8665  *
8666  * Gets the size and position of an actor relative to its parent
8667  * actor. This is the same as calling clutter_actor_get_position() and
8668  * clutter_actor_get_size(). It tries to "do what you mean" and get the
8669  * requested size and position if the actor's allocation is invalid.
8670  *
8671  * Deprecated: 1.10: Use clutter_actor_get_position() and
8672  *   clutter_actor_get_size(), or clutter_actor_get_allocation_geometry()
8673  *   instead.
8674  */
8675 void
8676 clutter_actor_get_geometry (ClutterActor    *self,
8677                             ClutterGeometry *geometry)
8678 {
8679   gfloat x, y, width, height;
8680
8681   g_return_if_fail (CLUTTER_IS_ACTOR (self));
8682   g_return_if_fail (geometry != NULL);
8683
8684   clutter_actor_get_position (self, &x, &y);
8685   clutter_actor_get_size (self, &width, &height);
8686
8687   geometry->x = (int) x;
8688   geometry->y = (int) y;
8689   geometry->width = (int) width;
8690   geometry->height = (int) height;
8691 }
8692
8693 /**
8694  * clutter_actor_set_position:
8695  * @self: A #ClutterActor
8696  * @x: New left position of actor in pixels.
8697  * @y: New top position of actor in pixels.
8698  *
8699  * Sets the actor's fixed position in pixels relative to any parent
8700  * actor.
8701  *
8702  * If a layout manager is in use, this position will override the
8703  * layout manager and force a fixed position.
8704  */
8705 void
8706 clutter_actor_set_position (ClutterActor *self,
8707                             gfloat        x,
8708                             gfloat        y)
8709 {
8710   g_return_if_fail (CLUTTER_IS_ACTOR (self));
8711
8712   g_object_freeze_notify (G_OBJECT (self));
8713
8714   clutter_actor_set_x (self, x);
8715   clutter_actor_set_y (self, y);
8716
8717   g_object_thaw_notify (G_OBJECT (self));
8718 }
8719
8720 /**
8721  * clutter_actor_get_fixed_position_set:
8722  * @self: A #ClutterActor
8723  *
8724  * Checks whether an actor has a fixed position set (and will thus be
8725  * unaffected by any layout manager).
8726  *
8727  * Return value: %TRUE if the fixed position is set on the actor
8728  *
8729  * Since: 0.8
8730  */
8731 gboolean
8732 clutter_actor_get_fixed_position_set (ClutterActor *self)
8733 {
8734   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
8735
8736   return self->priv->position_set;
8737 }
8738
8739 /**
8740  * clutter_actor_set_fixed_position_set:
8741  * @self: A #ClutterActor
8742  * @is_set: whether to use fixed position
8743  *
8744  * Sets whether an actor has a fixed position set (and will thus be
8745  * unaffected by any layout manager).
8746  *
8747  * Since: 0.8
8748  */
8749 void
8750 clutter_actor_set_fixed_position_set (ClutterActor *self,
8751                                       gboolean      is_set)
8752 {
8753   g_return_if_fail (CLUTTER_IS_ACTOR (self));
8754
8755   if (self->priv->position_set == (is_set != FALSE))
8756     return;
8757
8758   self->priv->position_set = is_set != FALSE;
8759   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIXED_POSITION_SET]);
8760
8761   clutter_actor_queue_relayout (self);
8762 }
8763
8764 /**
8765  * clutter_actor_move_by:
8766  * @self: A #ClutterActor
8767  * @dx: Distance to move Actor on X axis.
8768  * @dy: Distance to move Actor on Y axis.
8769  *
8770  * Moves an actor by the specified distance relative to its current
8771  * position in pixels.
8772  *
8773  * This function modifies the fixed position of an actor and thus removes
8774  * it from any layout management. Another way to move an actor is with an
8775  * anchor point, see clutter_actor_set_anchor_point().
8776  *
8777  * Since: 0.2
8778  */
8779 void
8780 clutter_actor_move_by (ClutterActor *self,
8781                        gfloat        dx,
8782                        gfloat        dy)
8783 {
8784   const ClutterLayoutInfo *info;
8785   gfloat x, y;
8786
8787   g_return_if_fail (CLUTTER_IS_ACTOR (self));
8788
8789   info = _clutter_actor_get_layout_info_or_defaults (self);
8790   x = info->fixed_x;
8791   y = info->fixed_y;
8792
8793   clutter_actor_set_position (self, x + dx, y + dy);
8794 }
8795
8796 static void
8797 clutter_actor_set_min_width (ClutterActor *self,
8798                              gfloat        min_width)
8799 {
8800   ClutterActorPrivate *priv = self->priv;
8801   ClutterActorBox old = { 0, };
8802   ClutterLayoutInfo *info;
8803
8804   /* if we are setting the size on a top-level actor and the
8805    * backend only supports static top-levels (e.g. framebuffers)
8806    * then we ignore the passed value and we override it with
8807    * the stage implementation's preferred size.
8808    */
8809   if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8810       clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8811     return;
8812
8813   info = _clutter_actor_get_layout_info (self);
8814
8815   if (priv->min_width_set && min_width == info->min_width)
8816     return;
8817
8818   g_object_freeze_notify (G_OBJECT (self));
8819
8820   clutter_actor_store_old_geometry (self, &old);
8821
8822   info->min_width = min_width;
8823   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH]);
8824   clutter_actor_set_min_width_set (self, TRUE);
8825
8826   clutter_actor_notify_if_geometry_changed (self, &old);
8827
8828   g_object_thaw_notify (G_OBJECT (self));
8829
8830   clutter_actor_queue_relayout (self);
8831 }
8832
8833 static void
8834 clutter_actor_set_min_height (ClutterActor *self,
8835                               gfloat        min_height)
8836
8837 {
8838   ClutterActorPrivate *priv = self->priv;
8839   ClutterActorBox old = { 0, };
8840   ClutterLayoutInfo *info;
8841
8842   /* if we are setting the size on a top-level actor and the
8843    * backend only supports static top-levels (e.g. framebuffers)
8844    * then we ignore the passed value and we override it with
8845    * the stage implementation's preferred size.
8846    */
8847   if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8848       clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8849     return;
8850
8851   info = _clutter_actor_get_layout_info (self);
8852
8853   if (priv->min_height_set && min_height == info->min_height)
8854     return;
8855
8856   g_object_freeze_notify (G_OBJECT (self));
8857
8858   clutter_actor_store_old_geometry (self, &old);
8859
8860   info->min_height = min_height;
8861   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT]);
8862   clutter_actor_set_min_height_set (self, TRUE);
8863
8864   clutter_actor_notify_if_geometry_changed (self, &old);
8865
8866   g_object_thaw_notify (G_OBJECT (self));
8867
8868   clutter_actor_queue_relayout (self);
8869 }
8870
8871 static void
8872 clutter_actor_set_natural_width (ClutterActor *self,
8873                                  gfloat        natural_width)
8874 {
8875   ClutterActorPrivate *priv = self->priv;
8876   ClutterActorBox old = { 0, };
8877   ClutterLayoutInfo *info;
8878
8879   /* if we are setting the size on a top-level actor and the
8880    * backend only supports static top-levels (e.g. framebuffers)
8881    * then we ignore the passed value and we override it with
8882    * the stage implementation's preferred size.
8883    */
8884   if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8885       clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8886     return;
8887
8888   info = _clutter_actor_get_layout_info (self);
8889
8890   if (priv->natural_width_set && natural_width == info->natural_width)
8891     return;
8892
8893   g_object_freeze_notify (G_OBJECT (self));
8894
8895   clutter_actor_store_old_geometry (self, &old);
8896
8897   info->natural_width = natural_width;
8898   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH]);
8899   clutter_actor_set_natural_width_set (self, TRUE);
8900
8901   clutter_actor_notify_if_geometry_changed (self, &old);
8902
8903   g_object_thaw_notify (G_OBJECT (self));
8904
8905   clutter_actor_queue_relayout (self);
8906 }
8907
8908 static void
8909 clutter_actor_set_natural_height (ClutterActor *self,
8910                                   gfloat        natural_height)
8911 {
8912   ClutterActorPrivate *priv = self->priv;
8913   ClutterActorBox old = { 0, };
8914   ClutterLayoutInfo *info;
8915
8916   /* if we are setting the size on a top-level actor and the
8917    * backend only supports static top-levels (e.g. framebuffers)
8918    * then we ignore the passed value and we override it with
8919    * the stage implementation's preferred size.
8920    */
8921   if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8922       clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8923     return;
8924
8925   info = _clutter_actor_get_layout_info (self);
8926
8927   if (priv->natural_height_set && natural_height == info->natural_height)
8928     return;
8929
8930   g_object_freeze_notify (G_OBJECT (self));
8931
8932   clutter_actor_store_old_geometry (self, &old);
8933
8934   info->natural_height = natural_height;
8935   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT]);
8936   clutter_actor_set_natural_height_set (self, TRUE);
8937
8938   clutter_actor_notify_if_geometry_changed (self, &old);
8939
8940   g_object_thaw_notify (G_OBJECT (self));
8941
8942   clutter_actor_queue_relayout (self);
8943 }
8944
8945 static void
8946 clutter_actor_set_min_width_set (ClutterActor *self,
8947                                  gboolean      use_min_width)
8948 {
8949   ClutterActorPrivate *priv = self->priv;
8950   ClutterActorBox old = { 0, };
8951
8952   if (priv->min_width_set == (use_min_width != FALSE))
8953     return;
8954
8955   clutter_actor_store_old_geometry (self, &old);
8956
8957   priv->min_width_set = use_min_width != FALSE;
8958   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH_SET]);
8959
8960   clutter_actor_notify_if_geometry_changed (self, &old);
8961
8962   clutter_actor_queue_relayout (self);
8963 }
8964
8965 static void
8966 clutter_actor_set_min_height_set (ClutterActor *self,
8967                                   gboolean      use_min_height)
8968 {
8969   ClutterActorPrivate *priv = self->priv;
8970   ClutterActorBox old = { 0, };
8971
8972   if (priv->min_height_set == (use_min_height != FALSE))
8973     return;
8974
8975   clutter_actor_store_old_geometry (self, &old);
8976
8977   priv->min_height_set = use_min_height != FALSE;
8978   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT_SET]);
8979
8980   clutter_actor_notify_if_geometry_changed (self, &old);
8981
8982   clutter_actor_queue_relayout (self);
8983 }
8984
8985 static void
8986 clutter_actor_set_natural_width_set (ClutterActor *self,
8987                                      gboolean      use_natural_width)
8988 {
8989   ClutterActorPrivate *priv = self->priv;
8990   ClutterActorBox old = { 0, };
8991
8992   if (priv->natural_width_set == (use_natural_width != FALSE))
8993     return;
8994
8995   clutter_actor_store_old_geometry (self, &old);
8996
8997   priv->natural_width_set = use_natural_width != FALSE;
8998   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH_SET]);
8999
9000   clutter_actor_notify_if_geometry_changed (self, &old);
9001
9002   clutter_actor_queue_relayout (self);
9003 }
9004
9005 static void
9006 clutter_actor_set_natural_height_set (ClutterActor *self,
9007                                       gboolean      use_natural_height)
9008 {
9009   ClutterActorPrivate *priv = self->priv;
9010   ClutterActorBox old = { 0, };
9011
9012   if (priv->natural_height_set == (use_natural_height != FALSE))
9013     return;
9014
9015   clutter_actor_store_old_geometry (self, &old);
9016
9017   priv->natural_height_set = use_natural_height != FALSE;
9018   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT_SET]);
9019
9020   clutter_actor_notify_if_geometry_changed (self, &old);
9021
9022   clutter_actor_queue_relayout (self);
9023 }
9024
9025 /**
9026  * clutter_actor_set_request_mode:
9027  * @self: a #ClutterActor
9028  * @mode: the request mode
9029  *
9030  * Sets the geometry request mode of @self.
9031  *
9032  * The @mode determines the order for invoking
9033  * clutter_actor_get_preferred_width() and
9034  * clutter_actor_get_preferred_height()
9035  *
9036  * Since: 1.2
9037  */
9038 void
9039 clutter_actor_set_request_mode (ClutterActor       *self,
9040                                 ClutterRequestMode  mode)
9041 {
9042   ClutterActorPrivate *priv;
9043
9044   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9045
9046   priv = self->priv;
9047
9048   if (priv->request_mode == mode)
9049     return;
9050
9051   priv->request_mode = mode;
9052
9053   priv->needs_width_request = TRUE;
9054   priv->needs_height_request = TRUE;
9055
9056   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REQUEST_MODE]);
9057
9058   clutter_actor_queue_relayout (self);
9059 }
9060
9061 /**
9062  * clutter_actor_get_request_mode:
9063  * @self: a #ClutterActor
9064  *
9065  * Retrieves the geometry request mode of @self
9066  *
9067  * Return value: the request mode for the actor
9068  *
9069  * Since: 1.2
9070  */
9071 ClutterRequestMode
9072 clutter_actor_get_request_mode (ClutterActor *self)
9073 {
9074   g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
9075                         CLUTTER_REQUEST_HEIGHT_FOR_WIDTH);
9076
9077   return self->priv->request_mode;
9078 }
9079
9080 /* variant of set_width() without checks and without notification
9081  * freeze+thaw, for internal usage only
9082  */
9083 static inline void
9084 clutter_actor_set_width_internal (ClutterActor *self,
9085                                   gfloat        width)
9086 {
9087   if (width >= 0)
9088     {
9089       /* the Stage will use the :min-width to control the minimum
9090        * width to be resized to, so we should not be setting it
9091        * along with the :natural-width
9092        */
9093       if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
9094         clutter_actor_set_min_width (self, width);
9095
9096       clutter_actor_set_natural_width (self, width);
9097     }
9098   else
9099     {
9100       /* we only unset the :natural-width for the Stage */
9101       if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
9102         clutter_actor_set_min_width_set (self, FALSE);
9103
9104       clutter_actor_set_natural_width_set (self, FALSE);
9105     }
9106 }
9107
9108 /* variant of set_height() without checks and without notification
9109  * freeze+thaw, for internal usage only
9110  */
9111 static inline void
9112 clutter_actor_set_height_internal (ClutterActor *self,
9113                                    gfloat        height)
9114 {
9115   if (height >= 0)
9116     {
9117       /* see the comment above in set_width_internal() */
9118       if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
9119         clutter_actor_set_min_height (self, height);
9120
9121       clutter_actor_set_natural_height (self, height);
9122     }
9123   else
9124     {
9125       /* see the comment above in set_width_internal() */
9126       if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
9127         clutter_actor_set_min_height_set (self, FALSE);
9128
9129       clutter_actor_set_natural_height_set (self, FALSE);
9130     }
9131 }
9132
9133 /**
9134  * clutter_actor_set_size:
9135  * @self: A #ClutterActor
9136  * @width: New width of actor in pixels, or -1
9137  * @height: New height of actor in pixels, or -1
9138  *
9139  * Sets the actor's size request in pixels. This overrides any
9140  * "normal" size request the actor would have. For example
9141  * a text actor might normally request the size of the text;
9142  * this function would force a specific size instead.
9143  *
9144  * If @width and/or @height are -1 the actor will use its
9145  * "normal" size request instead of overriding it, i.e.
9146  * you can "unset" the size with -1.
9147  *
9148  * This function sets or unsets both the minimum and natural size.
9149  */
9150 void
9151 clutter_actor_set_size (ClutterActor *self,
9152                         gfloat        width,
9153                         gfloat        height)
9154 {
9155   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9156
9157   g_object_freeze_notify (G_OBJECT (self));
9158
9159   clutter_actor_set_width (self, width);
9160   clutter_actor_set_height (self, height);
9161
9162   g_object_thaw_notify (G_OBJECT (self));
9163 }
9164
9165 /**
9166  * clutter_actor_get_size:
9167  * @self: A #ClutterActor
9168  * @width: (out) (allow-none): return location for the width, or %NULL.
9169  * @height: (out) (allow-none): return location for the height, or %NULL.
9170  *
9171  * This function tries to "do what you mean" and return
9172  * the size an actor will have. If the actor has a valid
9173  * allocation, the allocation will be returned; otherwise,
9174  * the actors natural size request will be returned.
9175  *
9176  * If you care whether you get the request vs. the allocation, you
9177  * should probably call a different function like
9178  * clutter_actor_get_allocation_box() or
9179  * clutter_actor_get_preferred_width().
9180  *
9181  * Since: 0.2
9182  */
9183 void
9184 clutter_actor_get_size (ClutterActor *self,
9185                         gfloat       *width,
9186                         gfloat       *height)
9187 {
9188   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9189
9190   if (width)
9191     *width = clutter_actor_get_width (self);
9192
9193   if (height)
9194     *height = clutter_actor_get_height (self);
9195 }
9196
9197 /**
9198  * clutter_actor_get_position:
9199  * @self: a #ClutterActor
9200  * @x: (out) (allow-none): return location for the X coordinate, or %NULL
9201  * @y: (out) (allow-none): return location for the Y coordinate, or %NULL
9202  *
9203  * This function tries to "do what you mean" and tell you where the
9204  * actor is, prior to any transformations. Retrieves the fixed
9205  * position of an actor in pixels, if one has been set; otherwise, if
9206  * the allocation is valid, returns the actor's allocated position;
9207  * otherwise, returns 0,0.
9208  *
9209  * The returned position is in pixels.
9210  *
9211  * Since: 0.6
9212  */
9213 void
9214 clutter_actor_get_position (ClutterActor *self,
9215                             gfloat       *x,
9216                             gfloat       *y)
9217 {
9218   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9219
9220   if (x)
9221     *x = clutter_actor_get_x (self);
9222
9223   if (y)
9224     *y = clutter_actor_get_y (self);
9225 }
9226
9227 /**
9228  * clutter_actor_get_transformed_position:
9229  * @self: A #ClutterActor
9230  * @x: (out) (allow-none): return location for the X coordinate, or %NULL
9231  * @y: (out) (allow-none): return location for the Y coordinate, or %NULL
9232  *
9233  * Gets the absolute position of an actor, in pixels relative to the stage.
9234  *
9235  * Since: 0.8
9236  */
9237 void
9238 clutter_actor_get_transformed_position (ClutterActor *self,
9239                                         gfloat       *x,
9240                                         gfloat       *y)
9241 {
9242   ClutterVertex v1;
9243   ClutterVertex v2;
9244
9245   v1.x = v1.y = v1.z = 0;
9246   clutter_actor_apply_transform_to_point (self, &v1, &v2);
9247
9248   if (x)
9249     *x = v2.x;
9250
9251   if (y)
9252     *y = v2.y;
9253 }
9254
9255 /**
9256  * clutter_actor_get_transformed_size:
9257  * @self: A #ClutterActor
9258  * @width: (out) (allow-none): return location for the width, or %NULL
9259  * @height: (out) (allow-none): return location for the height, or %NULL
9260  *
9261  * Gets the absolute size of an actor in pixels, taking into account the
9262  * scaling factors.
9263  *
9264  * If the actor has a valid allocation, the allocated size will be used.
9265  * If the actor has not a valid allocation then the preferred size will
9266  * be transformed and returned.
9267  *
9268  * If you want the transformed allocation, see
9269  * clutter_actor_get_abs_allocation_vertices() instead.
9270  *
9271  * <note>When the actor (or one of its ancestors) is rotated around the
9272  * X or Y axis, it no longer appears as on the stage as a rectangle, but
9273  * as a generic quadrangle; in that case this function returns the size
9274  * of the smallest rectangle that encapsulates the entire quad. Please
9275  * note that in this case no assumptions can be made about the relative
9276  * position of this envelope to the absolute position of the actor, as
9277  * returned by clutter_actor_get_transformed_position(); if you need this
9278  * information, you need to use clutter_actor_get_abs_allocation_vertices()
9279  * to get the coords of the actual quadrangle.</note>
9280  *
9281  * Since: 0.8
9282  */
9283 void
9284 clutter_actor_get_transformed_size (ClutterActor *self,
9285                                     gfloat       *width,
9286                                     gfloat       *height)
9287 {
9288   ClutterActorPrivate *priv;
9289   ClutterVertex v[4];
9290   gfloat x_min, x_max, y_min, y_max;
9291   gint i;
9292
9293   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9294
9295   priv = self->priv;
9296
9297   /* if the actor hasn't been allocated yet, get the preferred
9298    * size and transform that
9299    */
9300   if (priv->needs_allocation)
9301     {
9302       gfloat natural_width, natural_height;
9303       ClutterActorBox box;
9304
9305       /* Make a fake allocation to transform.
9306        *
9307        * NB: _clutter_actor_transform_and_project_box expects a box in
9308        * the actor's coordinate space... */
9309
9310       box.x1 = 0;
9311       box.y1 = 0;
9312
9313       natural_width = natural_height = 0;
9314       clutter_actor_get_preferred_size (self, NULL, NULL,
9315                                         &natural_width,
9316                                         &natural_height);
9317
9318       box.x2 = natural_width;
9319       box.y2 = natural_height;
9320
9321       _clutter_actor_transform_and_project_box (self, &box, v);
9322     }
9323   else
9324     clutter_actor_get_abs_allocation_vertices (self, v);
9325
9326   x_min = x_max = v[0].x;
9327   y_min = y_max = v[0].y;
9328
9329   for (i = 1; i < G_N_ELEMENTS (v); ++i)
9330     {
9331       if (v[i].x < x_min)
9332         x_min = v[i].x;
9333
9334       if (v[i].x > x_max)
9335         x_max = v[i].x;
9336
9337       if (v[i].y < y_min)
9338         y_min = v[i].y;
9339
9340       if (v[i].y > y_max)
9341         y_max = v[i].y;
9342     }
9343
9344   if (width)
9345     *width  = x_max - x_min;
9346
9347   if (height)
9348     *height = y_max - y_min;
9349 }
9350
9351 /**
9352  * clutter_actor_get_width:
9353  * @self: A #ClutterActor
9354  *
9355  * Retrieves the width of a #ClutterActor.
9356  *
9357  * If the actor has a valid allocation, this function will return the
9358  * width of the allocated area given to the actor.
9359  *
9360  * If the actor does not have a valid allocation, this function will
9361  * return the actor's natural width, that is the preferred width of
9362  * the actor.
9363  *
9364  * If you care whether you get the preferred width or the width that
9365  * has been assigned to the actor, you should probably call a different
9366  * function like clutter_actor_get_allocation_box() to retrieve the
9367  * allocated size or clutter_actor_get_preferred_width() to retrieve the
9368  * preferred width.
9369  *
9370  * If an actor has a fixed width, for instance a width that has been
9371  * assigned using clutter_actor_set_width(), the width returned will
9372  * be the same value.
9373  *
9374  * Return value: the width of the actor, in pixels
9375  */
9376 gfloat
9377 clutter_actor_get_width (ClutterActor *self)
9378 {
9379   ClutterActorPrivate *priv;
9380
9381   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9382
9383   priv = self->priv;
9384
9385   if (priv->needs_allocation)
9386     {
9387       gfloat natural_width = 0;
9388
9389       if (self->priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
9390         clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
9391       else
9392         {
9393           gfloat natural_height = 0;
9394
9395           clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
9396           clutter_actor_get_preferred_width (self, natural_height,
9397                                              NULL,
9398                                              &natural_width);
9399         }
9400
9401       return natural_width;
9402     }
9403   else
9404     return priv->allocation.x2 - priv->allocation.x1;
9405 }
9406
9407 /**
9408  * clutter_actor_get_height:
9409  * @self: A #ClutterActor
9410  *
9411  * Retrieves the height of a #ClutterActor.
9412  *
9413  * If the actor has a valid allocation, this function will return the
9414  * height of the allocated area given to the actor.
9415  *
9416  * If the actor does not have a valid allocation, this function will
9417  * return the actor's natural height, that is the preferred height of
9418  * the actor.
9419  *
9420  * If you care whether you get the preferred height or the height that
9421  * has been assigned to the actor, you should probably call a different
9422  * function like clutter_actor_get_allocation_box() to retrieve the
9423  * allocated size or clutter_actor_get_preferred_height() to retrieve the
9424  * preferred height.
9425  *
9426  * If an actor has a fixed height, for instance a height that has been
9427  * assigned using clutter_actor_set_height(), the height returned will
9428  * be the same value.
9429  *
9430  * Return value: the height of the actor, in pixels
9431  */
9432 gfloat
9433 clutter_actor_get_height (ClutterActor *self)
9434 {
9435   ClutterActorPrivate *priv;
9436
9437   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9438
9439   priv = self->priv;
9440
9441   if (priv->needs_allocation)
9442     {
9443       gfloat natural_height = 0;
9444
9445       if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
9446         {
9447           gfloat natural_width = 0;
9448
9449           clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
9450           clutter_actor_get_preferred_height (self, natural_width,
9451                                               NULL, &natural_height);
9452         }
9453       else
9454         clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
9455
9456       return natural_height;
9457     }
9458   else
9459     return priv->allocation.y2 - priv->allocation.y1;
9460 }
9461
9462 /**
9463  * clutter_actor_set_width:
9464  * @self: A #ClutterActor
9465  * @width: Requested new width for the actor, in pixels, or -1
9466  *
9467  * Forces a width on an actor, causing the actor's preferred width
9468  * and height (if any) to be ignored.
9469  *
9470  * If @width is -1 the actor will use its preferred width request
9471  * instead of overriding it, i.e. you can "unset" the width with -1.
9472  *
9473  * This function sets both the minimum and natural size of the actor.
9474  *
9475  * since: 0.2
9476  */
9477 void
9478 clutter_actor_set_width (ClutterActor *self,
9479                          gfloat        width)
9480 {
9481   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9482
9483   if (_clutter_actor_get_transition (self, obj_props[PROP_WIDTH]) == NULL)
9484     {
9485       float cur_size;
9486
9487       /* minor optimization: if we don't have a duration
9488        * then we can skip the get_width() below, to avoid
9489        * the chance of going through get_preferred_width()
9490        * just to jump to a new desired width.
9491        */
9492       if (clutter_actor_get_easing_duration (self) == 0)
9493         {
9494           g_object_freeze_notify (G_OBJECT (self));
9495
9496           clutter_actor_set_width_internal (self, width);
9497
9498           g_object_thaw_notify (G_OBJECT (self));
9499
9500           return;
9501         }
9502       else
9503         cur_size = clutter_actor_get_width (self);
9504
9505       _clutter_actor_create_transition (self,
9506                                         obj_props[PROP_WIDTH],
9507                                         cur_size,
9508                                         width);
9509     }
9510   else
9511     _clutter_actor_update_transition (self, obj_props[PROP_WIDTH], width);
9512
9513   clutter_actor_queue_relayout (self);
9514 }
9515
9516 /**
9517  * clutter_actor_set_height:
9518  * @self: A #ClutterActor
9519  * @height: Requested new height for the actor, in pixels, or -1
9520  *
9521  * Forces a height on an actor, causing the actor's preferred width
9522  * and height (if any) to be ignored.
9523  *
9524  * If @height is -1 the actor will use its preferred height instead of
9525  * overriding it, i.e. you can "unset" the height with -1.
9526  *
9527  * This function sets both the minimum and natural size of the actor.
9528  *
9529  * since: 0.2
9530  */
9531 void
9532 clutter_actor_set_height (ClutterActor *self,
9533                           gfloat        height)
9534 {
9535   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9536
9537   if (_clutter_actor_get_transition (self, obj_props[PROP_HEIGHT]) == NULL)
9538     {
9539       float cur_size;
9540
9541       /* see the comment in clutter_actor_set_width() above */
9542       if (clutter_actor_get_easing_duration (self) == 0)
9543         {
9544           g_object_freeze_notify (G_OBJECT (self));
9545
9546           clutter_actor_set_height_internal (self, height);
9547
9548           g_object_thaw_notify (G_OBJECT (self));
9549
9550           return;
9551         }
9552       else
9553         cur_size = clutter_actor_get_height (self);
9554
9555       _clutter_actor_create_transition (self,
9556                                         obj_props[PROP_HEIGHT],
9557                                         cur_size,
9558                                         height);
9559     }
9560   else
9561     _clutter_actor_update_transition (self, obj_props[PROP_HEIGHT], height);
9562
9563   clutter_actor_queue_relayout (self);
9564 }
9565
9566 static inline void
9567 clutter_actor_set_x_internal (ClutterActor *self,
9568                               float         x)
9569 {
9570   ClutterActorPrivate *priv = self->priv;
9571   ClutterLayoutInfo *linfo;
9572   ClutterActorBox old = { 0, };
9573
9574   linfo = _clutter_actor_get_layout_info (self);
9575
9576   if (priv->position_set && linfo->fixed_x == x)
9577     return;
9578
9579   clutter_actor_store_old_geometry (self, &old);
9580
9581   linfo->fixed_x = x;
9582   clutter_actor_set_fixed_position_set (self, TRUE);
9583
9584   clutter_actor_notify_if_geometry_changed (self, &old);
9585
9586   clutter_actor_queue_relayout (self);
9587 }
9588
9589 static inline void
9590 clutter_actor_set_y_internal (ClutterActor *self,
9591                               float         y)
9592 {
9593   ClutterActorPrivate *priv = self->priv;
9594   ClutterLayoutInfo *linfo;
9595   ClutterActorBox old = { 0, };
9596
9597   linfo = _clutter_actor_get_layout_info (self);
9598
9599   if (priv->position_set && linfo->fixed_y == y)
9600     return;
9601
9602   clutter_actor_store_old_geometry (self, &old);
9603
9604   linfo->fixed_y = y;
9605   clutter_actor_set_fixed_position_set (self, TRUE);
9606
9607   clutter_actor_notify_if_geometry_changed (self, &old);
9608
9609   clutter_actor_queue_relayout (self);
9610 }
9611
9612 /**
9613  * clutter_actor_set_x:
9614  * @self: a #ClutterActor
9615  * @x: the actor's position on the X axis
9616  *
9617  * Sets the actor's X coordinate, relative to its parent, in pixels.
9618  *
9619  * Overrides any layout manager and forces a fixed position for
9620  * the actor.
9621  *
9622  * The #ClutterActor:x property is animatable.
9623  *
9624  * Since: 0.6
9625  */
9626 void
9627 clutter_actor_set_x (ClutterActor *self,
9628                      gfloat        x)
9629 {
9630   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9631
9632   if (_clutter_actor_get_transition (self, obj_props[PROP_X]) == NULL)
9633     {
9634       float cur_position = clutter_actor_get_x (self);
9635
9636       _clutter_actor_create_transition (self, obj_props[PROP_X],
9637                                         cur_position,
9638                                         x);
9639     }
9640   else
9641     _clutter_actor_update_transition (self, obj_props[PROP_X], x);
9642
9643   clutter_actor_queue_relayout (self);
9644 }
9645
9646 /**
9647  * clutter_actor_set_y:
9648  * @self: a #ClutterActor
9649  * @y: the actor's position on the Y axis
9650  *
9651  * Sets the actor's Y coordinate, relative to its parent, in pixels.#
9652  *
9653  * Overrides any layout manager and forces a fixed position for
9654  * the actor.
9655  *
9656  * The #ClutterActor:y property is animatable.
9657  *
9658  * Since: 0.6
9659  */
9660 void
9661 clutter_actor_set_y (ClutterActor *self,
9662                      gfloat        y)
9663 {
9664   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9665
9666   if (_clutter_actor_get_transition (self, obj_props[PROP_Y]) == NULL)
9667     {
9668       float cur_position = clutter_actor_get_y (self);
9669
9670       _clutter_actor_create_transition (self, obj_props[PROP_Y],
9671                                         cur_position,
9672                                         y);
9673     }
9674   else
9675     _clutter_actor_update_transition (self, obj_props[PROP_Y], y);
9676
9677   clutter_actor_queue_relayout (self);
9678 }
9679
9680 /**
9681  * clutter_actor_get_x:
9682  * @self: A #ClutterActor
9683  *
9684  * Retrieves the X coordinate of a #ClutterActor.
9685  *
9686  * This function tries to "do what you mean", by returning the
9687  * correct value depending on the actor's state.
9688  *
9689  * If the actor has a valid allocation, this function will return
9690  * the X coordinate of the origin of the allocation box.
9691  *
9692  * If the actor has any fixed coordinate set using clutter_actor_set_x(),
9693  * clutter_actor_set_position() or clutter_actor_set_geometry(), this
9694  * function will return that coordinate.
9695  *
9696  * If both the allocation and a fixed position are missing, this function
9697  * will return 0.
9698  *
9699  * Return value: the X coordinate, in pixels, ignoring any
9700  *   transformation (i.e. scaling, rotation)
9701  */
9702 gfloat
9703 clutter_actor_get_x (ClutterActor *self)
9704 {
9705   ClutterActorPrivate *priv;
9706
9707   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9708
9709   priv = self->priv;
9710
9711   if (priv->needs_allocation)
9712     {
9713       if (priv->position_set)
9714         {
9715           const ClutterLayoutInfo *info;
9716
9717           info = _clutter_actor_get_layout_info_or_defaults (self);
9718
9719           return info->fixed_x;
9720         }
9721       else
9722         return 0;
9723     }
9724   else
9725     return priv->allocation.x1;
9726 }
9727
9728 /**
9729  * clutter_actor_get_y:
9730  * @self: A #ClutterActor
9731  *
9732  * Retrieves the Y coordinate of a #ClutterActor.
9733  *
9734  * This function tries to "do what you mean", by returning the
9735  * correct value depending on the actor's state.
9736  *
9737  * If the actor has a valid allocation, this function will return
9738  * the Y coordinate of the origin of the allocation box.
9739  *
9740  * If the actor has any fixed coordinate set using clutter_actor_set_y(),
9741  * clutter_actor_set_position() or clutter_actor_set_geometry(), this
9742  * function will return that coordinate.
9743  *
9744  * If both the allocation and a fixed position are missing, this function
9745  * will return 0.
9746  *
9747  * Return value: the Y coordinate, in pixels, ignoring any
9748  *   transformation (i.e. scaling, rotation)
9749  */
9750 gfloat
9751 clutter_actor_get_y (ClutterActor *self)
9752 {
9753   ClutterActorPrivate *priv;
9754
9755   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9756
9757   priv = self->priv;
9758
9759   if (priv->needs_allocation)
9760     {
9761       if (priv->position_set)
9762         {
9763           const ClutterLayoutInfo *info;
9764
9765           info = _clutter_actor_get_layout_info_or_defaults (self);
9766
9767           return info->fixed_y;
9768         }
9769       else
9770         return 0;
9771     }
9772   else
9773     return priv->allocation.y1;
9774 }
9775
9776 /**
9777  * clutter_actor_set_scale:
9778  * @self: A #ClutterActor
9779  * @scale_x: double factor to scale actor by horizontally.
9780  * @scale_y: double factor to scale actor by vertically.
9781  *
9782  * Scales an actor with the given factors. The scaling is relative to
9783  * the scale center and the anchor point. The scale center is
9784  * unchanged by this function and defaults to 0,0.
9785  *
9786  * The #ClutterActor:scale-x and #ClutterActor:scale-y properties are
9787  * animatable.
9788  *
9789  * Since: 0.2
9790  */
9791 void
9792 clutter_actor_set_scale (ClutterActor *self,
9793                          gdouble       scale_x,
9794                          gdouble       scale_y)
9795 {
9796   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9797
9798   g_object_freeze_notify (G_OBJECT (self));
9799
9800   clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
9801   clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
9802
9803   g_object_thaw_notify (G_OBJECT (self));
9804 }
9805
9806 /**
9807  * clutter_actor_set_scale_full:
9808  * @self: A #ClutterActor
9809  * @scale_x: double factor to scale actor by horizontally.
9810  * @scale_y: double factor to scale actor by vertically.
9811  * @center_x: X coordinate of the center of the scale.
9812  * @center_y: Y coordinate of the center of the scale
9813  *
9814  * Scales an actor with the given factors around the given center
9815  * point. The center point is specified in pixels relative to the
9816  * anchor point (usually the top left corner of the actor).
9817  *
9818  * The #ClutterActor:scale-x and #ClutterActor:scale-y properties
9819  * are animatable.
9820  *
9821  * Since: 1.0
9822  */
9823 void
9824 clutter_actor_set_scale_full (ClutterActor *self,
9825                               gdouble       scale_x,
9826                               gdouble       scale_y,
9827                               gfloat        center_x,
9828                               gfloat        center_y)
9829 {
9830   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9831
9832   g_object_freeze_notify (G_OBJECT (self));
9833
9834   clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
9835   clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
9836   clutter_actor_set_scale_center (self, CLUTTER_X_AXIS, center_x);
9837   clutter_actor_set_scale_center (self, CLUTTER_Y_AXIS, center_y);
9838
9839   g_object_thaw_notify (G_OBJECT (self));
9840 }
9841
9842 /**
9843  * clutter_actor_set_scale_with_gravity:
9844  * @self: A #ClutterActor
9845  * @scale_x: double factor to scale actor by horizontally.
9846  * @scale_y: double factor to scale actor by vertically.
9847  * @gravity: the location of the scale center expressed as a compass
9848  * direction.
9849  *
9850  * Scales an actor with the given factors around the given
9851  * center point. The center point is specified as one of the compass
9852  * directions in #ClutterGravity. For example, setting it to north
9853  * will cause the top of the actor to remain unchanged and the rest of
9854  * the actor to expand left, right and downwards.
9855  *
9856  * The #ClutterActor:scale-x and #ClutterActor:scale-y properties are
9857  * animatable.
9858  *
9859  * Since: 1.0
9860  */
9861 void
9862 clutter_actor_set_scale_with_gravity (ClutterActor   *self,
9863                                       gdouble         scale_x,
9864                                       gdouble         scale_y,
9865                                       ClutterGravity  gravity)
9866 {
9867   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9868
9869   g_object_freeze_notify (G_OBJECT (self));
9870
9871   clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
9872   clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
9873   clutter_actor_set_scale_gravity (self, gravity);
9874
9875   g_object_thaw_notify (G_OBJECT (self));
9876 }
9877
9878 /**
9879  * clutter_actor_get_scale:
9880  * @self: A #ClutterActor
9881  * @scale_x: (out) (allow-none): Location to store horizonal
9882  *   scale factor, or %NULL.
9883  * @scale_y: (out) (allow-none): Location to store vertical
9884  *   scale factor, or %NULL.
9885  *
9886  * Retrieves an actors scale factors.
9887  *
9888  * Since: 0.2
9889  */
9890 void
9891 clutter_actor_get_scale (ClutterActor *self,
9892                          gdouble      *scale_x,
9893                          gdouble      *scale_y)
9894 {
9895   const ClutterTransformInfo *info;
9896
9897   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9898
9899   info = _clutter_actor_get_transform_info_or_defaults (self);
9900
9901   if (scale_x)
9902     *scale_x = info->scale_x;
9903
9904   if (scale_y)
9905     *scale_y = info->scale_y;
9906 }
9907
9908 /**
9909  * clutter_actor_get_scale_center:
9910  * @self: A #ClutterActor
9911  * @center_x: (out) (allow-none): Location to store the X position
9912  *   of the scale center, or %NULL.
9913  * @center_y: (out) (allow-none): Location to store the Y position
9914  *   of the scale center, or %NULL.
9915  *
9916  * Retrieves the scale center coordinate in pixels relative to the top
9917  * left corner of the actor. If the scale center was specified using a
9918  * #ClutterGravity this will calculate the pixel offset using the
9919  * current size of the actor.
9920  *
9921  * Since: 1.0
9922  */
9923 void
9924 clutter_actor_get_scale_center (ClutterActor *self,
9925                                 gfloat       *center_x,
9926                                 gfloat       *center_y)
9927 {
9928   const ClutterTransformInfo *info;
9929
9930   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9931
9932   info = _clutter_actor_get_transform_info_or_defaults (self);
9933
9934   clutter_anchor_coord_get_units (self, &info->scale_center,
9935                                   center_x,
9936                                   center_y,
9937                                   NULL);
9938 }
9939
9940 /**
9941  * clutter_actor_get_scale_gravity:
9942  * @self: A #ClutterActor
9943  *
9944  * Retrieves the scale center as a compass direction. If the scale
9945  * center was specified in pixels or units this will return
9946  * %CLUTTER_GRAVITY_NONE.
9947  *
9948  * Return value: the scale gravity
9949  *
9950  * Since: 1.0
9951  */
9952 ClutterGravity
9953 clutter_actor_get_scale_gravity (ClutterActor *self)
9954 {
9955   const ClutterTransformInfo *info;
9956
9957   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
9958
9959   info = _clutter_actor_get_transform_info_or_defaults (self);
9960
9961   return clutter_anchor_coord_get_gravity (&info->scale_center);
9962 }
9963
9964 static inline void
9965 clutter_actor_set_opacity_internal (ClutterActor *self,
9966                                     guint8        opacity)
9967 {
9968   ClutterActorPrivate *priv = self->priv;
9969
9970   if (priv->opacity != opacity)
9971     {
9972       priv->opacity = opacity;
9973
9974       /* Queue a redraw from the flatten effect so that it can use
9975          its cached image if available instead of having to redraw the
9976          actual actor. If it doesn't end up using the FBO then the
9977          effect is still able to continue the paint anyway. If there
9978          is no flatten effect yet then this is equivalent to queueing
9979          a full redraw */
9980       _clutter_actor_queue_redraw_full (self,
9981                                         0, /* flags */
9982                                         NULL, /* clip */
9983                                         priv->flatten_effect);
9984
9985       g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_OPACITY]);
9986     }
9987 }
9988
9989 /**
9990  * clutter_actor_set_opacity:
9991  * @self: A #ClutterActor
9992  * @opacity: New opacity value for the actor.
9993  *
9994  * Sets the actor's opacity, with zero being completely transparent and
9995  * 255 (0xff) being fully opaque.
9996  *
9997  * The #ClutterActor:opacity property is animatable.
9998  */
9999 void
10000 clutter_actor_set_opacity (ClutterActor *self,
10001                            guint8        opacity)
10002 {
10003   g_return_if_fail (CLUTTER_IS_ACTOR (self));
10004
10005   if (_clutter_actor_get_transition (self, obj_props[PROP_OPACITY]) == NULL)
10006     {
10007       _clutter_actor_create_transition (self, obj_props[PROP_OPACITY],
10008                                         self->priv->opacity,
10009                                         opacity);
10010     }
10011   else
10012     _clutter_actor_update_transition (self, obj_props[PROP_OPACITY], opacity);
10013 }
10014
10015 /*
10016  * clutter_actor_get_paint_opacity_internal:
10017  * @self: a #ClutterActor
10018  *
10019  * Retrieves the absolute opacity of the actor, as it appears on the stage
10020  *
10021  * This function does not do type checks
10022  *
10023  * Return value: the absolute opacity of the actor
10024  */
10025 static guint8
10026 clutter_actor_get_paint_opacity_internal (ClutterActor *self)
10027 {
10028   ClutterActorPrivate *priv = self->priv;
10029   ClutterActor *parent;
10030
10031   /* override the top-level opacity to always be 255; even in
10032    * case of ClutterStage:use-alpha being TRUE we want the rest
10033    * of the scene to be painted
10034    */
10035   if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
10036     return 255;
10037
10038   if (priv->opacity_override >= 0)
10039     return priv->opacity_override;
10040
10041   parent = priv->parent;
10042
10043   /* Factor in the actual actors opacity with parents */
10044   if (parent != NULL)
10045     {
10046       guint8 opacity = clutter_actor_get_paint_opacity_internal (parent);
10047
10048       if (opacity != 0xff)
10049         return (opacity * priv->opacity) / 0xff;
10050     }
10051
10052   return priv->opacity;
10053
10054 }
10055
10056 /**
10057  * clutter_actor_get_paint_opacity:
10058  * @self: A #ClutterActor
10059  *
10060  * Retrieves the absolute opacity of the actor, as it appears on the stage.
10061  *
10062  * This function traverses the hierarchy chain and composites the opacity of
10063  * the actor with that of its parents.
10064  *
10065  * This function is intended for subclasses to use in the paint virtual
10066  * function, to paint themselves with the correct opacity.
10067  *
10068  * Return value: The actor opacity value.
10069  *
10070  * Since: 0.8
10071  */
10072 guint8
10073 clutter_actor_get_paint_opacity (ClutterActor *self)
10074 {
10075   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
10076
10077   return clutter_actor_get_paint_opacity_internal (self);
10078 }
10079
10080 /**
10081  * clutter_actor_get_opacity:
10082  * @self: a #ClutterActor
10083  *
10084  * Retrieves the opacity value of an actor, as set by
10085  * clutter_actor_set_opacity().
10086  *
10087  * For retrieving the absolute opacity of the actor inside a paint
10088  * virtual function, see clutter_actor_get_paint_opacity().
10089  *
10090  * Return value: the opacity of the actor
10091  */
10092 guint8
10093 clutter_actor_get_opacity (ClutterActor *self)
10094 {
10095   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
10096
10097   return self->priv->opacity;
10098 }
10099
10100 /**
10101  * clutter_actor_set_offscreen_redirect:
10102  * @self: A #ClutterActor
10103  * @redirect: New offscreen redirect flags for the actor.
10104  *
10105  * Defines the circumstances where the actor should be redirected into
10106  * an offscreen image. The offscreen image is used to flatten the
10107  * actor into a single image while painting for two main reasons.
10108  * Firstly, when the actor is painted a second time without any of its
10109  * contents changing it can simply repaint the cached image without
10110  * descending further down the actor hierarchy. Secondly, it will make
10111  * the opacity look correct even if there are overlapping primitives
10112  * in the actor.
10113  *
10114  * Caching the actor could in some cases be a performance win and in
10115  * some cases be a performance lose so it is important to determine
10116  * which value is right for an actor before modifying this value. For
10117  * example, there is never any reason to flatten an actor that is just
10118  * a single texture (such as a #ClutterTexture) because it is
10119  * effectively already cached in an image so the offscreen would be
10120  * redundant. Also if the actor contains primitives that are far apart
10121  * with a large transparent area in the middle (such as a large
10122  * CluterGroup with a small actor in the top left and a small actor in
10123  * the bottom right) then the cached image will contain the entire
10124  * image of the large area and the paint will waste time blending all
10125  * of the transparent pixels in the middle.
10126  *
10127  * The default method of implementing opacity on a container simply
10128  * forwards on the opacity to all of the children. If the children are
10129  * overlapping then it will appear as if they are two separate glassy
10130  * objects and there will be a break in the color where they
10131  * overlap. By redirecting to an offscreen buffer it will be as if the
10132  * two opaque objects are combined into one and then made transparent
10133  * which is usually what is expected.
10134  *
10135  * The image below demonstrates the difference between redirecting and
10136  * not. The image shows two Clutter groups, each containing a red and
10137  * a green rectangle which overlap. The opacity on the group is set to
10138  * 128 (which is 50%). When the offscreen redirect is not used, the
10139  * red rectangle can be seen through the blue rectangle as if the two
10140  * rectangles were separately transparent. When the redirect is used
10141  * the group as a whole is transparent instead so the red rectangle is
10142  * not visible where they overlap.
10143  *
10144  * <figure id="offscreen-redirect">
10145  *   <title>Sample of using an offscreen redirect for transparency</title>
10146  *   <graphic fileref="offscreen-redirect.png" format="PNG"/>
10147  * </figure>
10148  *
10149  * The default value for this property is 0, so we effectively will
10150  * never redirect an actor offscreen by default. This means that there
10151  * are times that transparent actors may look glassy as described
10152  * above. The reason this is the default is because there is a
10153  * performance trade off between quality and performance here. In many
10154  * cases the default form of glassy opacity looks good enough, but if
10155  * it's not you will need to set the
10156  * %CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY flag to enable
10157  * redirection for opacity.
10158  *
10159  * Custom actors that don't contain any overlapping primitives are
10160  * recommended to override the has_overlaps() virtual to return %FALSE
10161  * for maximum efficiency.
10162  *
10163  * Since: 1.8
10164  */
10165 void
10166 clutter_actor_set_offscreen_redirect (ClutterActor *self,
10167                                       ClutterOffscreenRedirect redirect)
10168 {
10169   ClutterActorPrivate *priv;
10170
10171   g_return_if_fail (CLUTTER_IS_ACTOR (self));
10172
10173   priv = self->priv;
10174
10175   if (priv->offscreen_redirect != redirect)
10176     {
10177       priv->offscreen_redirect = redirect;
10178
10179       /* Queue a redraw from the effect so that it can use its cached
10180          image if available instead of having to redraw the actual
10181          actor. If it doesn't end up using the FBO then the effect is
10182          still able to continue the paint anyway. If there is no
10183          effect then this is equivalent to queuing a full redraw */
10184       _clutter_actor_queue_redraw_full (self,
10185                                         0, /* flags */
10186                                         NULL, /* clip */
10187                                         priv->flatten_effect);
10188
10189       g_object_notify_by_pspec (G_OBJECT (self),
10190                                 obj_props[PROP_OFFSCREEN_REDIRECT]);
10191     }
10192 }
10193
10194 /**
10195  * clutter_actor_get_offscreen_redirect:
10196  * @self: a #ClutterActor
10197  *
10198  * Retrieves whether to redirect the actor to an offscreen buffer, as
10199  * set by clutter_actor_set_offscreen_redirect().
10200  *
10201  * Return value: the value of the offscreen-redirect property of the actor
10202  *
10203  * Since: 1.8
10204  */
10205 ClutterOffscreenRedirect
10206 clutter_actor_get_offscreen_redirect (ClutterActor *self)
10207 {
10208   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
10209
10210   return self->priv->offscreen_redirect;
10211 }
10212
10213 /**
10214  * clutter_actor_set_name:
10215  * @self: A #ClutterActor
10216  * @name: Textual tag to apply to actor
10217  *
10218  * Sets the given name to @self. The name can be used to identify
10219  * a #ClutterActor.
10220  */
10221 void
10222 clutter_actor_set_name (ClutterActor *self,
10223                         const gchar  *name)
10224 {
10225   g_return_if_fail (CLUTTER_IS_ACTOR (self));
10226
10227   g_free (self->priv->name);
10228   self->priv->name = g_strdup (name);
10229
10230   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NAME]);
10231 }
10232
10233 /**
10234  * clutter_actor_get_name:
10235  * @self: A #ClutterActor
10236  *
10237  * Retrieves the name of @self.
10238  *
10239  * Return value: the name of the actor, or %NULL. The returned string is
10240  *   owned by the actor and should not be modified or freed.
10241  */
10242 const gchar *
10243 clutter_actor_get_name (ClutterActor *self)
10244 {
10245   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
10246
10247   return self->priv->name;
10248 }
10249
10250 /**
10251  * clutter_actor_get_gid:
10252  * @self: A #ClutterActor
10253  *
10254  * Retrieves the unique id for @self.
10255  *
10256  * Return value: Globally unique value for this object instance.
10257  *
10258  * Since: 0.6
10259  *
10260  * Deprecated: 1.8: The id is not used any longer.
10261  */
10262 guint32
10263 clutter_actor_get_gid (ClutterActor *self)
10264 {
10265   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
10266
10267   return self->priv->id;
10268 }
10269
10270 static inline void
10271 clutter_actor_set_depth_internal (ClutterActor *self,
10272                                   float         depth)
10273 {
10274   ClutterTransformInfo *info;
10275
10276   info = _clutter_actor_get_transform_info (self);
10277
10278   if (info->depth != depth)
10279     {
10280       /* Sets Z value - XXX 2.0: should we invert? */
10281       info->depth = depth;
10282
10283       self->priv->transform_valid = FALSE;
10284
10285       /* FIXME - remove this crap; sadly, there are still containers
10286        * in Clutter that depend on this utter brain damage
10287        */
10288       clutter_container_sort_depth_order (CLUTTER_CONTAINER (self));
10289
10290       clutter_actor_queue_redraw (self);
10291
10292       g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_DEPTH]);
10293     }
10294 }
10295
10296 /**
10297  * clutter_actor_set_depth:
10298  * @self: a #ClutterActor
10299  * @depth: Z co-ord
10300  *
10301  * Sets the Z coordinate of @self to @depth.
10302  *
10303  * The unit used by @depth is dependant on the perspective setup. See
10304  * also clutter_stage_set_perspective().
10305  */
10306 void
10307 clutter_actor_set_depth (ClutterActor *self,
10308                          gfloat        depth)
10309 {
10310   g_return_if_fail (CLUTTER_IS_ACTOR (self));
10311
10312   if (_clutter_actor_get_transition (self, obj_props[PROP_DEPTH]) == NULL)
10313     {
10314       const ClutterTransformInfo *info;
10315
10316       info = _clutter_actor_get_transform_info_or_defaults (self);
10317
10318       _clutter_actor_create_transition (self, obj_props[PROP_DEPTH],
10319                                         info->depth,
10320                                         depth);
10321     }
10322   else
10323     _clutter_actor_update_transition (self, obj_props[PROP_DEPTH], depth);
10324
10325   clutter_actor_queue_redraw (self);
10326 }
10327
10328 /**
10329  * clutter_actor_get_depth:
10330  * @self: a #ClutterActor
10331  *
10332  * Retrieves the depth of @self.
10333  *
10334  * Return value: the depth of the actor
10335  */
10336 gfloat
10337 clutter_actor_get_depth (ClutterActor *self)
10338 {
10339   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.0);
10340
10341   return _clutter_actor_get_transform_info_or_defaults (self)->depth;
10342 }
10343
10344 /**
10345  * clutter_actor_set_rotation:
10346  * @self: a #ClutterActor
10347  * @axis: the axis of rotation
10348  * @angle: the angle of rotation
10349  * @x: X coordinate of the rotation center
10350  * @y: Y coordinate of the rotation center
10351  * @z: Z coordinate of the rotation center
10352  *
10353  * Sets the rotation angle of @self around the given axis.
10354  *
10355  * The rotation center coordinates used depend on the value of @axis:
10356  * <itemizedlist>
10357  *   <listitem><para>%CLUTTER_X_AXIS requires @y and @z</para></listitem>
10358  *   <listitem><para>%CLUTTER_Y_AXIS requires @x and @z</para></listitem>
10359  *   <listitem><para>%CLUTTER_Z_AXIS requires @x and @y</para></listitem>
10360  * </itemizedlist>
10361  *
10362  * The rotation coordinates are relative to the anchor point of the
10363  * actor, set using clutter_actor_set_anchor_point(). If no anchor
10364  * point is set, the upper left corner is assumed as the origin.
10365  *
10366  * Since: 0.8
10367  */
10368 void
10369 clutter_actor_set_rotation (ClutterActor      *self,
10370                             ClutterRotateAxis  axis,
10371                             gdouble            angle,
10372                             gfloat             x,
10373                             gfloat             y,
10374                             gfloat             z)
10375 {
10376   ClutterVertex v;
10377
10378   g_return_if_fail (CLUTTER_IS_ACTOR (self));
10379
10380   v.x = x;
10381   v.y = y;
10382   v.z = z;
10383
10384   g_object_freeze_notify (G_OBJECT (self));
10385
10386   clutter_actor_set_rotation_angle (self, axis, angle);
10387   clutter_actor_set_rotation_center_internal (self, axis, &v);
10388
10389   g_object_thaw_notify (G_OBJECT (self));
10390 }
10391
10392 /**
10393  * clutter_actor_set_z_rotation_from_gravity:
10394  * @self: a #ClutterActor
10395  * @angle: the angle of rotation
10396  * @gravity: the center point of the rotation
10397  *
10398  * Sets the rotation angle of @self around the Z axis using the center
10399  * point specified as a compass point. For example to rotate such that
10400  * the center of the actor remains static you can use
10401  * %CLUTTER_GRAVITY_CENTER. If the actor changes size the center point
10402  * will move accordingly.
10403  *
10404  * Since: 1.0
10405  */
10406 void
10407 clutter_actor_set_z_rotation_from_gravity (ClutterActor   *self,
10408                                            gdouble         angle,
10409                                            ClutterGravity  gravity)
10410 {
10411   g_return_if_fail (CLUTTER_IS_ACTOR (self));
10412
10413   if (gravity == CLUTTER_GRAVITY_NONE)
10414     clutter_actor_set_rotation (self, CLUTTER_Z_AXIS, angle, 0, 0, 0);
10415   else
10416     {
10417       GObject *obj = G_OBJECT (self);
10418       ClutterTransformInfo *info;
10419
10420       info = _clutter_actor_get_transform_info (self);
10421
10422       g_object_freeze_notify (obj);
10423
10424       clutter_actor_set_rotation_angle_internal (self, CLUTTER_Z_AXIS, angle);
10425
10426       clutter_anchor_coord_set_gravity (&info->rz_center, gravity);
10427       g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z_GRAVITY]);
10428       g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z]);
10429
10430       g_object_thaw_notify (obj);
10431     }
10432 }
10433
10434 /**
10435  * clutter_actor_get_rotation:
10436  * @self: a #ClutterActor
10437  * @axis: the axis of rotation
10438  * @x: (out): return value for the X coordinate of the center of rotation
10439  * @y: (out): return value for the Y coordinate of the center of rotation
10440  * @z: (out): return value for the Z coordinate of the center of rotation
10441  *
10442  * Retrieves the angle and center of rotation on the given axis,
10443  * set using clutter_actor_set_rotation().
10444  *
10445  * Return value: the angle of rotation
10446  *
10447  * Since: 0.8
10448  */
10449 gdouble
10450 clutter_actor_get_rotation (ClutterActor      *self,
10451                             ClutterRotateAxis  axis,
10452                             gfloat            *x,
10453                             gfloat            *y,
10454                             gfloat            *z)
10455 {
10456   const ClutterTransformInfo *info;
10457   const AnchorCoord *anchor_coord;
10458   gdouble retval = 0;
10459
10460   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
10461
10462   info = _clutter_actor_get_transform_info_or_defaults (self);
10463
10464   switch (axis)
10465     {
10466     case CLUTTER_X_AXIS:
10467       anchor_coord = &info->rx_center;
10468       retval = info->rx_angle;
10469       break;
10470
10471     case CLUTTER_Y_AXIS:
10472       anchor_coord = &info->ry_center;
10473       retval = info->ry_angle;
10474       break;
10475
10476     case CLUTTER_Z_AXIS:
10477       anchor_coord = &info->rz_center;
10478       retval = info->rz_angle;
10479       break;
10480
10481     default:
10482       anchor_coord = NULL;
10483       retval = 0.0;
10484       break;
10485     }
10486
10487   clutter_anchor_coord_get_units (self, anchor_coord, x, y, z);
10488
10489   return retval;
10490 }
10491
10492 /**
10493  * clutter_actor_get_z_rotation_gravity:
10494  * @self: A #ClutterActor
10495  *
10496  * Retrieves the center for the rotation around the Z axis as a
10497  * compass direction. If the center was specified in pixels or units
10498  * this will return %CLUTTER_GRAVITY_NONE.
10499  *
10500  * Return value: the Z rotation center
10501  *
10502  * Since: 1.0
10503  */
10504 ClutterGravity
10505 clutter_actor_get_z_rotation_gravity (ClutterActor *self)
10506 {
10507   const ClutterTransformInfo *info;
10508
10509   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.0);
10510
10511   info = _clutter_actor_get_transform_info_or_defaults (self);
10512
10513   return clutter_anchor_coord_get_gravity (&info->rz_center);
10514 }
10515
10516 /**
10517  * clutter_actor_set_clip:
10518  * @self: A #ClutterActor
10519  * @xoff: X offset of the clip rectangle
10520  * @yoff: Y offset of the clip rectangle
10521  * @width: Width of the clip rectangle
10522  * @height: Height of the clip rectangle
10523  *
10524  * Sets clip area for @self. The clip area is always computed from the
10525  * upper left corner of the actor, even if the anchor point is set
10526  * otherwise.
10527  *
10528  * Since: 0.6
10529  */
10530 void
10531 clutter_actor_set_clip (ClutterActor *self,
10532                         gfloat        xoff,
10533                         gfloat        yoff,
10534                         gfloat        width,
10535                         gfloat        height)
10536 {
10537   ClutterActorPrivate *priv;
10538
10539   g_return_if_fail (CLUTTER_IS_ACTOR (self));
10540
10541   priv = self->priv;
10542
10543   if (priv->has_clip &&
10544       priv->clip.x == xoff &&
10545       priv->clip.y == yoff &&
10546       priv->clip.width == width &&
10547       priv->clip.height == height)
10548     return;
10549
10550   priv->clip.x = xoff;
10551   priv->clip.y = yoff;
10552   priv->clip.width = width;
10553   priv->clip.height = height;
10554
10555   priv->has_clip = TRUE;
10556
10557   clutter_actor_queue_redraw (self);
10558
10559   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]);
10560   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP]);
10561 }
10562
10563 /**
10564  * clutter_actor_remove_clip:
10565  * @self: A #ClutterActor
10566  *
10567  * Removes clip area from @self.
10568  */
10569 void
10570 clutter_actor_remove_clip (ClutterActor *self)
10571 {
10572   g_return_if_fail (CLUTTER_IS_ACTOR (self));
10573
10574   if (!self->priv->has_clip)
10575     return;
10576
10577   self->priv->has_clip = FALSE;
10578
10579   clutter_actor_queue_redraw (self);
10580
10581   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]);
10582 }
10583
10584 /**
10585  * clutter_actor_has_clip:
10586  * @self: a #ClutterActor
10587  *
10588  * Determines whether the actor has a clip area set or not.
10589  *
10590  * Return value: %TRUE if the actor has a clip area set.
10591  *
10592  * Since: 0.1.1
10593  */
10594 gboolean
10595 clutter_actor_has_clip (ClutterActor *self)
10596 {
10597   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
10598
10599   return self->priv->has_clip;
10600 }
10601
10602 /**
10603  * clutter_actor_get_clip:
10604  * @self: a #ClutterActor
10605  * @xoff: (out) (allow-none): return location for the X offset of
10606  *   the clip rectangle, or %NULL
10607  * @yoff: (out) (allow-none): return location for the Y offset of
10608  *   the clip rectangle, or %NULL
10609  * @width: (out) (allow-none): return location for the width of
10610  *   the clip rectangle, or %NULL
10611  * @height: (out) (allow-none): return location for the height of
10612  *   the clip rectangle, or %NULL
10613  *
10614  * Gets the clip area for @self, if any is set
10615  *
10616  * Since: 0.6
10617  */
10618 void
10619 clutter_actor_get_clip (ClutterActor *self,
10620                         gfloat       *xoff,
10621                         gfloat       *yoff,
10622                         gfloat       *width,
10623                         gfloat       *height)
10624 {
10625   ClutterActorPrivate *priv;
10626
10627   g_return_if_fail (CLUTTER_IS_ACTOR (self));
10628
10629   priv = self->priv;
10630
10631   if (!priv->has_clip)
10632     return;
10633
10634   if (xoff != NULL)
10635     *xoff = priv->clip.x;
10636
10637   if (yoff != NULL)
10638     *yoff = priv->clip.y;
10639
10640   if (width != NULL)
10641     *width = priv->clip.width;
10642
10643   if (height != NULL)
10644     *height = priv->clip.height;
10645 }
10646
10647 /**
10648  * clutter_actor_get_children:
10649  * @self: a #ClutterActor
10650  *
10651  * Retrieves the list of children of @self.
10652  *
10653  * Return value: (transfer container) (element-type ClutterActor): A newly
10654  *   allocated #GList of #ClutterActor<!-- -->s. Use g_list_free() when
10655  *   done.
10656  *
10657  * Since: 1.10
10658  */
10659 GList *
10660 clutter_actor_get_children (ClutterActor *self)
10661 {
10662   ClutterActor *iter;
10663   GList *res;
10664
10665   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
10666
10667   /* we walk the list backward so that we can use prepend(),
10668    * which is O(1)
10669    */
10670   for (iter = self->priv->last_child, res = NULL;
10671        iter != NULL;
10672        iter = iter->priv->prev_sibling)
10673     {
10674       res = g_list_prepend (res, iter);
10675     }
10676
10677   return res;
10678 }
10679
10680 /*< private >
10681  * insert_child_at_depth:
10682  * @self: a #ClutterActor
10683  * @child: a #ClutterActor
10684  *
10685  * Inserts @child inside the list of children held by @self, using
10686  * the depth as the insertion criteria.
10687  *
10688  * This sadly makes the insertion not O(1), but we can keep the
10689  * list sorted so that the painters algorithm we use for painting
10690  * the children will work correctly.
10691  */
10692 static void
10693 insert_child_at_depth (ClutterActor *self,
10694                        ClutterActor *child,
10695                        gpointer      dummy G_GNUC_UNUSED)
10696 {
10697   ClutterActor *iter;
10698   float child_depth;
10699
10700   child->priv->parent = self;
10701
10702   child_depth =
10703     _clutter_actor_get_transform_info_or_defaults (child)->depth;
10704
10705   /* special-case the first child */
10706   if (self->priv->n_children == 0)
10707     {
10708       self->priv->first_child = child;
10709       self->priv->last_child = child;
10710
10711       child->priv->next_sibling = NULL;
10712       child->priv->prev_sibling = NULL;
10713
10714       return;
10715     }
10716
10717   /* Find the right place to insert the child so that it will still be
10718      sorted and the child will be after all of the actors at the same
10719      dept */
10720   for (iter = self->priv->first_child;
10721        iter != NULL;
10722        iter = iter->priv->next_sibling)
10723     {
10724       float iter_depth;
10725
10726       iter_depth =
10727         _clutter_actor_get_transform_info_or_defaults (iter)->depth;
10728
10729       if (iter_depth > child_depth)
10730         break;
10731     }
10732
10733   if (iter != NULL)
10734     {
10735       ClutterActor *tmp = iter->priv->prev_sibling;
10736
10737       if (tmp != NULL)
10738         tmp->priv->next_sibling = child;
10739
10740       /* Insert the node before the found one */
10741       child->priv->prev_sibling = iter->priv->prev_sibling;
10742       child->priv->next_sibling = iter;
10743       iter->priv->prev_sibling = child;
10744     }
10745   else
10746     {
10747       ClutterActor *tmp = self->priv->last_child;
10748
10749       if (tmp != NULL)
10750         tmp->priv->next_sibling = child;
10751
10752       /* insert the node at the end of the list */
10753       child->priv->prev_sibling = self->priv->last_child;
10754       child->priv->next_sibling = NULL;
10755     }
10756
10757   if (child->priv->prev_sibling == NULL)
10758     self->priv->first_child = child;
10759
10760   if (child->priv->next_sibling == NULL)
10761     self->priv->last_child = child;
10762 }
10763
10764 static void
10765 insert_child_at_index (ClutterActor *self,
10766                        ClutterActor *child,
10767                        gpointer      data_)
10768 {
10769   gint index_ = GPOINTER_TO_INT (data_);
10770
10771   child->priv->parent = self;
10772
10773   if (index_ == 0)
10774     {
10775       ClutterActor *tmp = self->priv->first_child;
10776
10777       if (tmp != NULL)
10778         tmp->priv->prev_sibling = child;
10779
10780       child->priv->prev_sibling = NULL;
10781       child->priv->next_sibling = tmp;
10782     }
10783   else if (index_ < 0 || index_ >= self->priv->n_children)
10784     {
10785       ClutterActor *tmp = self->priv->last_child;
10786
10787       if (tmp != NULL)
10788         tmp->priv->next_sibling = child;
10789
10790       child->priv->prev_sibling = tmp;
10791       child->priv->next_sibling = NULL;
10792     }
10793   else
10794     {
10795       ClutterActor *iter;
10796       int i;
10797
10798       for (iter = self->priv->first_child, i = 0;
10799            iter != NULL;
10800            iter = iter->priv->next_sibling, i += 1)
10801         {
10802           if (index_ == i)
10803             {
10804               ClutterActor *tmp = iter->priv->prev_sibling;
10805
10806               child->priv->prev_sibling = tmp;
10807               child->priv->next_sibling = iter;
10808
10809               iter->priv->prev_sibling = child;
10810
10811               if (tmp != NULL)
10812                 tmp->priv->next_sibling = child;
10813
10814               break;
10815             }
10816         }
10817     }
10818
10819   if (child->priv->prev_sibling == NULL)
10820     self->priv->first_child = child;
10821
10822   if (child->priv->next_sibling == NULL)
10823     self->priv->last_child = child;
10824 }
10825
10826 static void
10827 insert_child_above (ClutterActor *self,
10828                     ClutterActor *child,
10829                     gpointer      data)
10830 {
10831   ClutterActor *sibling = data;
10832
10833   child->priv->parent = self;
10834
10835   if (sibling == NULL)
10836     sibling = self->priv->last_child;
10837
10838   child->priv->prev_sibling = sibling;
10839
10840   if (sibling != NULL)
10841     {
10842       ClutterActor *tmp = sibling->priv->next_sibling;
10843
10844       child->priv->next_sibling = tmp;
10845
10846       if (tmp != NULL)
10847         tmp->priv->prev_sibling = child;
10848
10849       sibling->priv->next_sibling = child;
10850     }
10851   else
10852     child->priv->next_sibling = NULL;
10853
10854   if (child->priv->prev_sibling == NULL)
10855     self->priv->first_child = child;
10856
10857   if (child->priv->next_sibling == NULL)
10858     self->priv->last_child = child;
10859 }
10860
10861 static void
10862 insert_child_below (ClutterActor *self,
10863                     ClutterActor *child,
10864                     gpointer      data)
10865 {
10866   ClutterActor *sibling = data;
10867
10868   child->priv->parent = self;
10869
10870   if (sibling == NULL)
10871     sibling = self->priv->first_child;
10872
10873   child->priv->next_sibling = sibling;
10874
10875   if (sibling != NULL)
10876     {
10877       ClutterActor *tmp = sibling->priv->prev_sibling;
10878
10879       child->priv->prev_sibling = tmp;
10880
10881       if (tmp != NULL)
10882         tmp->priv->next_sibling = child;
10883
10884       sibling->priv->prev_sibling = child;
10885     }
10886   else
10887     child->priv->prev_sibling = NULL;
10888
10889   if (child->priv->prev_sibling == NULL)
10890     self->priv->first_child = child;
10891
10892   if (child->priv->next_sibling == NULL)
10893     self->priv->last_child = child;
10894 }
10895
10896 typedef void (* ClutterActorAddChildFunc) (ClutterActor *parent,
10897                                            ClutterActor *child,
10898                                            gpointer      data);
10899
10900 typedef enum {
10901   ADD_CHILD_CREATE_META       = 1 << 0,
10902   ADD_CHILD_EMIT_PARENT_SET   = 1 << 1,
10903   ADD_CHILD_EMIT_ACTOR_ADDED  = 1 << 2,
10904   ADD_CHILD_CHECK_STATE       = 1 << 3,
10905   ADD_CHILD_NOTIFY_FIRST_LAST = 1 << 4,
10906
10907   /* default flags for public API */
10908   ADD_CHILD_DEFAULT_FLAGS    = ADD_CHILD_CREATE_META |
10909                                ADD_CHILD_EMIT_PARENT_SET |
10910                                ADD_CHILD_EMIT_ACTOR_ADDED |
10911                                ADD_CHILD_CHECK_STATE |
10912                                ADD_CHILD_NOTIFY_FIRST_LAST,
10913
10914   /* flags for legacy/deprecated API */
10915   ADD_CHILD_LEGACY_FLAGS     = ADD_CHILD_EMIT_PARENT_SET |
10916                                ADD_CHILD_CHECK_STATE |
10917                                ADD_CHILD_NOTIFY_FIRST_LAST
10918 } ClutterActorAddChildFlags;
10919
10920 /*< private >
10921  * clutter_actor_add_child_internal:
10922  * @self: a #ClutterActor
10923  * @child: a #ClutterActor
10924  * @flags: control flags for actions
10925  * @add_func: delegate function
10926  * @data: (closure): data to pass to @add_func
10927  *
10928  * Adds @child to the list of children of @self.
10929  *
10930  * The actual insertion inside the list is delegated to @add_func: this
10931  * function will just set up the state, perform basic checks, and emit
10932  * signals.
10933  *
10934  * The @flags argument is used to perform additional operations.
10935  */
10936 static inline void
10937 clutter_actor_add_child_internal (ClutterActor              *self,
10938                                   ClutterActor              *child,
10939                                   ClutterActorAddChildFlags  flags,
10940                                   ClutterActorAddChildFunc   add_func,
10941                                   gpointer                   data)
10942 {
10943   ClutterTextDirection text_dir;
10944   gboolean create_meta;
10945   gboolean emit_parent_set, emit_actor_added;
10946   gboolean check_state;
10947   gboolean notify_first_last;
10948   ClutterActor *old_first_child, *old_last_child;
10949
10950   if (child->priv->parent != NULL)
10951     {
10952       g_warning ("The actor '%s' already has a parent, '%s'. You must "
10953                  "use clutter_actor_remove_child() first.",
10954                  _clutter_actor_get_debug_name (child),
10955                  _clutter_actor_get_debug_name (child->priv->parent));
10956       return;
10957     }
10958
10959   if (CLUTTER_ACTOR_IS_TOPLEVEL (child))
10960     {
10961       g_warning ("The actor '%s' is a top-level actor, and cannot be "
10962                  "a child of another actor.",
10963                  _clutter_actor_get_debug_name (child));
10964       return;
10965     }
10966
10967 #if 0
10968   /* XXX - this check disallows calling methods that change the stacking
10969    * order within the destruction sequence, by triggering a critical
10970    * warning first, and leaving the actor in an undefined state, which
10971    * then ends up being caught by an assertion.
10972    *
10973    * the reproducible sequence is:
10974    *
10975    *   - actor gets destroyed;
10976    *   - another actor, linked to the first, will try to change the
10977    *     stacking order of the first actor;
10978    *   - changing the stacking order is a composite operation composed
10979    *     by the following steps:
10980    *     1. ref() the child;
10981    *     2. remove_child_internal(), which removes the reference;
10982    *     3. add_child_internal(), which adds a reference;
10983    *   - the state of the actor is not changed between (2) and (3), as
10984    *     it could be an expensive recomputation;
10985    *   - if (3) bails out, then the actor is in an undefined state, but
10986    *     still alive;
10987    *   - the destruction sequence terminates, but the actor is unparented
10988    *     while its state indicates being parented instead.
10989    *   - assertion failure.
10990    *
10991    * the obvious fix would be to decompose each set_child_*_sibling()
10992    * method into proper remove_child()/add_child(), with state validation;
10993    * this may cause excessive work, though, and trigger a cascade of other
10994    * bugs in code that assumes that a change in the stacking order is an
10995    * atomic operation.
10996    *
10997    * another potential fix is to just remove this check here, and let
10998    * code doing stacking order changes inside the destruction sequence
10999    * of an actor continue doing the work.
11000    *
11001    * the third fix is to silently bail out early from every
11002    * set_child_*_sibling() and set_child_at_index() method, and avoid
11003    * doing work.
11004    *
11005    * I have a preference for the second solution, since it involves the
11006    * least amount of work, and the least amount of code duplication.
11007    *
11008    * see bug: https://bugzilla.gnome.org/show_bug.cgi?id=670647
11009    */
11010   if (CLUTTER_ACTOR_IN_DESTRUCTION (child))
11011     {
11012       g_warning ("The actor '%s' is currently being destroyed, and "
11013                  "cannot be added as a child of another actor.",
11014                  _clutter_actor_get_debug_name (child));
11015       return;
11016     }
11017 #endif
11018
11019   create_meta = (flags & ADD_CHILD_CREATE_META) != 0;
11020   emit_parent_set = (flags & ADD_CHILD_EMIT_PARENT_SET) != 0;
11021   emit_actor_added = (flags & ADD_CHILD_EMIT_ACTOR_ADDED) != 0;
11022   check_state = (flags & ADD_CHILD_CHECK_STATE) != 0;
11023   notify_first_last = (flags & ADD_CHILD_NOTIFY_FIRST_LAST) != 0;
11024
11025   old_first_child = self->priv->first_child;
11026   old_last_child = self->priv->last_child;
11027
11028   g_object_freeze_notify (G_OBJECT (self));
11029
11030   if (create_meta)
11031     clutter_container_create_child_meta (CLUTTER_CONTAINER (self), child);
11032
11033   g_object_ref_sink (child);
11034   child->priv->parent = NULL;
11035   child->priv->next_sibling = NULL;
11036   child->priv->prev_sibling = NULL;
11037
11038   /* delegate the actual insertion */
11039   add_func (self, child, data);
11040
11041   g_assert (child->priv->parent == self);
11042
11043   self->priv->n_children += 1;
11044
11045   self->priv->age += 1;
11046
11047   /* if push_internal() has been called then we automatically set
11048    * the flag on the actor
11049    */
11050   if (self->priv->internal_child)
11051     CLUTTER_SET_PRIVATE_FLAGS (child, CLUTTER_INTERNAL_CHILD);
11052
11053   /* clutter_actor_reparent() will emit ::parent-set for us */
11054   if (emit_parent_set && !CLUTTER_ACTOR_IN_REPARENT (child))
11055     g_signal_emit (child, actor_signals[PARENT_SET], 0, NULL);
11056
11057   if (check_state)
11058     {
11059       /* If parent is mapped or realized, we need to also be mapped or
11060        * realized once we're inside the parent.
11061        */
11062       clutter_actor_update_map_state (child, MAP_STATE_CHECK);
11063
11064       /* propagate the parent's text direction to the child */
11065       text_dir = clutter_actor_get_text_direction (self);
11066       clutter_actor_set_text_direction (child, text_dir);
11067     }
11068
11069   if (child->priv->show_on_set_parent)
11070     clutter_actor_show (child);
11071
11072   if (CLUTTER_ACTOR_IS_MAPPED (child))
11073     clutter_actor_queue_redraw (child);
11074
11075   /* maintain the invariant that if an actor needs layout,
11076    * its parents do as well
11077    */
11078   if (child->priv->needs_width_request ||
11079       child->priv->needs_height_request ||
11080       child->priv->needs_allocation)
11081     {
11082       /* we work around the short-circuiting we do
11083        * in clutter_actor_queue_relayout() since we
11084        * want to force a relayout
11085        */
11086       child->priv->needs_width_request = TRUE;
11087       child->priv->needs_height_request = TRUE;
11088       child->priv->needs_allocation = TRUE;
11089
11090       clutter_actor_queue_relayout (child->priv->parent);
11091     }
11092
11093   if (emit_actor_added)
11094     g_signal_emit_by_name (self, "actor-added", child);
11095
11096   if (notify_first_last)
11097     {
11098       if (old_first_child != self->priv->first_child)
11099         g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIRST_CHILD]);
11100
11101       if (old_last_child != self->priv->last_child)
11102         g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAST_CHILD]);
11103     }
11104
11105   g_object_thaw_notify (G_OBJECT (self));
11106 }
11107
11108 /**
11109  * clutter_actor_add_child:
11110  * @self: a #ClutterActor
11111  * @child: a #ClutterActor
11112  *
11113  * Adds @child to the children of @self.
11114  *
11115  * This function will acquire a reference on @child that will only
11116  * be released when calling clutter_actor_remove_child().
11117  *
11118  * This function will take into consideration the #ClutterActor:depth
11119  * of @child, and will keep the list of children sorted.
11120  *
11121  * This function will emit the #ClutterContainer::actor-added signal
11122  * on @self.
11123  *
11124  * Since: 1.10
11125  */
11126 void
11127 clutter_actor_add_child (ClutterActor *self,
11128                          ClutterActor *child)
11129 {
11130   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11131   g_return_if_fail (CLUTTER_IS_ACTOR (child));
11132   g_return_if_fail (self != child);
11133   g_return_if_fail (child->priv->parent == NULL);
11134
11135   clutter_actor_add_child_internal (self, child,
11136                                     ADD_CHILD_DEFAULT_FLAGS,
11137                                     insert_child_at_depth,
11138                                     NULL);
11139 }
11140
11141 /**
11142  * clutter_actor_insert_child_at_index:
11143  * @self: a #ClutterActor
11144  * @child: a #ClutterActor
11145  * @index_: the index
11146  *
11147  * Inserts @child into the list of children of @self, using the
11148  * given @index_. If @index_ is greater than the number of children
11149  * in @self, or is less than 0, then the new child is added at the end.
11150  *
11151  * This function will acquire a reference on @child that will only
11152  * be released when calling clutter_actor_remove_child().
11153  *
11154  * This function will not take into consideration the #ClutterActor:depth
11155  * of @child.
11156  *
11157  * This function will emit the #ClutterContainer::actor-added signal
11158  * on @self.
11159  *
11160  * Since: 1.10
11161  */
11162 void
11163 clutter_actor_insert_child_at_index (ClutterActor *self,
11164                                      ClutterActor *child,
11165                                      gint          index_)
11166 {
11167   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11168   g_return_if_fail (CLUTTER_IS_ACTOR (child));
11169   g_return_if_fail (self != child);
11170   g_return_if_fail (child->priv->parent == NULL);
11171
11172   clutter_actor_add_child_internal (self, child,
11173                                     ADD_CHILD_DEFAULT_FLAGS,
11174                                     insert_child_at_index,
11175                                     GINT_TO_POINTER (index_));
11176 }
11177
11178 /**
11179  * clutter_actor_insert_child_above:
11180  * @self: a #ClutterActor
11181  * @child: a #ClutterActor
11182  * @sibling: (allow-none): a child of @self, or %NULL
11183  *
11184  * Inserts @child into the list of children of @self, above another
11185  * child of @self or, if @sibling is %NULL, above all the children
11186  * of @self.
11187  *
11188  * This function will acquire a reference on @child that will only
11189  * be released when calling clutter_actor_remove_child().
11190  *
11191  * This function will not take into consideration the #ClutterActor:depth
11192  * of @child.
11193  *
11194  * This function will emit the #ClutterContainer::actor-added signal
11195  * on @self.
11196  *
11197  * Since: 1.10
11198  */
11199 void
11200 clutter_actor_insert_child_above (ClutterActor *self,
11201                                   ClutterActor *child,
11202                                   ClutterActor *sibling)
11203 {
11204   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11205   g_return_if_fail (CLUTTER_IS_ACTOR (child));
11206   g_return_if_fail (self != child);
11207   g_return_if_fail (child != sibling);
11208   g_return_if_fail (child->priv->parent == NULL);
11209   g_return_if_fail (sibling == NULL ||
11210                     (CLUTTER_IS_ACTOR (sibling) &&
11211                      sibling->priv->parent == self));
11212
11213   clutter_actor_add_child_internal (self, child,
11214                                     ADD_CHILD_DEFAULT_FLAGS,
11215                                     insert_child_above,
11216                                     sibling);
11217 }
11218
11219 /**
11220  * clutter_actor_insert_child_below:
11221  * @self: a #ClutterActor
11222  * @child: a #ClutterActor
11223  * @sibling: (allow-none): a child of @self, or %NULL
11224  *
11225  * Inserts @child into the list of children of @self, below another
11226  * child of @self or, if @sibling is %NULL, below all the children
11227  * of @self.
11228  *
11229  * This function will acquire a reference on @child that will only
11230  * be released when calling clutter_actor_remove_child().
11231  *
11232  * This function will not take into consideration the #ClutterActor:depth
11233  * of @child.
11234  *
11235  * This function will emit the #ClutterContainer::actor-added signal
11236  * on @self.
11237  *
11238  * Since: 1.10
11239  */
11240 void
11241 clutter_actor_insert_child_below (ClutterActor *self,
11242                                   ClutterActor *child,
11243                                   ClutterActor *sibling)
11244 {
11245   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11246   g_return_if_fail (CLUTTER_IS_ACTOR (child));
11247   g_return_if_fail (self != child);
11248   g_return_if_fail (child != sibling);
11249   g_return_if_fail (child->priv->parent == NULL);
11250   g_return_if_fail (sibling == NULL ||
11251                     (CLUTTER_IS_ACTOR (sibling) &&
11252                      sibling->priv->parent == self));
11253
11254   clutter_actor_add_child_internal (self, child,
11255                                     ADD_CHILD_DEFAULT_FLAGS,
11256                                     insert_child_below,
11257                                     sibling);
11258 }
11259
11260 /**
11261  * clutter_actor_set_parent:
11262  * @self: A #ClutterActor
11263  * @parent: A new #ClutterActor parent
11264  *
11265  * Sets the parent of @self to @parent.
11266  *
11267  * This function will result in @parent acquiring a reference on @self,
11268  * eventually by sinking its floating reference first. The reference
11269  * will be released by clutter_actor_unparent().
11270  *
11271  * This function should only be called by legacy #ClutterActor<!-- -->s
11272  * implementing the #ClutterContainer interface.
11273  *
11274  * Deprecated: 1.10: Use clutter_actor_add_child() instead.
11275  */
11276 void
11277 clutter_actor_set_parent (ClutterActor *self,
11278                           ClutterActor *parent)
11279 {
11280   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11281   g_return_if_fail (CLUTTER_IS_ACTOR (parent));
11282   g_return_if_fail (self != parent);
11283   g_return_if_fail (self->priv->parent == NULL);
11284
11285   /* as this function will be called inside ClutterContainer::add
11286    * implementations or when building up a composite actor, we have
11287    * to preserve the old behaviour, and not create child meta or
11288    * emit the ::actor-added signal, to avoid recursion or double
11289    * emissions
11290    */
11291   clutter_actor_add_child_internal (parent, self,
11292                                     ADD_CHILD_LEGACY_FLAGS,
11293                                     insert_child_at_depth,
11294                                     NULL);
11295 }
11296
11297 /**
11298  * clutter_actor_get_parent:
11299  * @self: A #ClutterActor
11300  *
11301  * Retrieves the parent of @self.
11302  *
11303  * Return Value: (transfer none): The #ClutterActor parent, or %NULL
11304  *  if no parent is set
11305  */
11306 ClutterActor *
11307 clutter_actor_get_parent (ClutterActor *self)
11308 {
11309   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
11310
11311   return self->priv->parent;
11312 }
11313
11314 /**
11315  * clutter_actor_get_paint_visibility:
11316  * @self: A #ClutterActor
11317  *
11318  * Retrieves the 'paint' visibility of an actor recursively checking for non
11319  * visible parents.
11320  *
11321  * This is by definition the same as %CLUTTER_ACTOR_IS_MAPPED.
11322  *
11323  * Return Value: %TRUE if the actor is visibile and will be painted.
11324  *
11325  * Since: 0.8.4
11326  */
11327 gboolean
11328 clutter_actor_get_paint_visibility (ClutterActor *actor)
11329 {
11330   g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
11331
11332   return CLUTTER_ACTOR_IS_MAPPED (actor);
11333 }
11334
11335 /**
11336  * clutter_actor_remove_child:
11337  * @self: a #ClutterActor
11338  * @child: a #ClutterActor
11339  *
11340  * Removes @child from the children of @self.
11341  *
11342  * This function will release the reference added by
11343  * clutter_actor_add_child(), so if you want to keep using @child
11344  * you will have to acquire a referenced on it before calling this
11345  * function.
11346  *
11347  * This function will emit the #ClutterContainer::actor-removed
11348  * signal on @self.
11349  *
11350  * Since: 1.10
11351  */
11352 void
11353 clutter_actor_remove_child (ClutterActor *self,
11354                             ClutterActor *child)
11355 {
11356   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11357   g_return_if_fail (CLUTTER_IS_ACTOR (child));
11358   g_return_if_fail (self != child);
11359   g_return_if_fail (child->priv->parent != NULL);
11360   g_return_if_fail (child->priv->parent == self);
11361
11362   clutter_actor_remove_child_internal (self, child,
11363                                        REMOVE_CHILD_DEFAULT_FLAGS);
11364 }
11365
11366 /**
11367  * clutter_actor_remove_all_children:
11368  * @self: a #ClutterActor
11369  *
11370  * Removes all children of @self.
11371  *
11372  * This function releases the reference added by inserting a child actor
11373  * in the list of children of @self.
11374  *
11375  * If the reference count of a child drops to zero, the child will be
11376  * destroyed. If you want to ensure the destruction of all the children
11377  * of @self, use clutter_actor_destroy_all_children().
11378  *
11379  * Since: 1.10
11380  */
11381 void
11382 clutter_actor_remove_all_children (ClutterActor *self)
11383 {
11384   ClutterActorIter iter;
11385
11386   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11387
11388   if (self->priv->n_children == 0)
11389     return;
11390
11391   g_object_freeze_notify (G_OBJECT (self));
11392
11393   clutter_actor_iter_init (&iter, self);
11394   while (clutter_actor_iter_next (&iter, NULL))
11395     clutter_actor_iter_remove (&iter);
11396
11397   g_object_thaw_notify (G_OBJECT (self));
11398
11399   /* sanity check */
11400   g_assert (self->priv->first_child == NULL);
11401   g_assert (self->priv->last_child == NULL);
11402   g_assert (self->priv->n_children == 0);
11403 }
11404
11405 /**
11406  * clutter_actor_destroy_all_children:
11407  * @self: a #ClutterActor
11408  *
11409  * Destroys all children of @self.
11410  *
11411  * This function releases the reference added by inserting a child
11412  * actor in the list of children of @self, and ensures that the
11413  * #ClutterActor::destroy signal is emitted on each child of the
11414  * actor.
11415  *
11416  * By default, #ClutterActor will emit the #ClutterActor::destroy signal
11417  * when its reference count drops to 0; the default handler of the
11418  * #ClutterActor::destroy signal will destroy all the children of an
11419  * actor. This function ensures that all children are destroyed, instead
11420  * of just removed from @self, unlike clutter_actor_remove_all_children()
11421  * which will merely release the reference and remove each child.
11422  *
11423  * Unless you acquired an additional reference on each child of @self
11424  * prior to calling clutter_actor_remove_all_children() and want to reuse
11425  * the actors, you should use clutter_actor_destroy_all_children() in
11426  * order to make sure that children are destroyed and signal handlers
11427  * are disconnected even in cases where circular references prevent this
11428  * from automatically happening through reference counting alone.
11429  *
11430  * Since: 1.10
11431  */
11432 void
11433 clutter_actor_destroy_all_children (ClutterActor *self)
11434 {
11435   ClutterActorIter iter;
11436
11437   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11438
11439   if (self->priv->n_children == 0)
11440     return;
11441
11442   g_object_freeze_notify (G_OBJECT (self));
11443
11444   clutter_actor_iter_init (&iter, self);
11445   while (clutter_actor_iter_next (&iter, NULL))
11446     clutter_actor_iter_destroy (&iter);
11447
11448   g_object_thaw_notify (G_OBJECT (self));
11449
11450   /* sanity check */
11451   g_assert (self->priv->first_child == NULL);
11452   g_assert (self->priv->last_child == NULL);
11453   g_assert (self->priv->n_children == 0);
11454 }
11455
11456 typedef struct _InsertBetweenData {
11457   ClutterActor *prev_sibling;
11458   ClutterActor *next_sibling;
11459 } InsertBetweenData;
11460
11461 static void
11462 insert_child_between (ClutterActor *self,
11463                       ClutterActor *child,
11464                       gpointer      data_)
11465 {
11466   InsertBetweenData *data = data_;
11467   ClutterActor *prev_sibling = data->prev_sibling;
11468   ClutterActor *next_sibling = data->next_sibling;
11469
11470   child->priv->parent = self;
11471   child->priv->prev_sibling = prev_sibling;
11472   child->priv->next_sibling = next_sibling;
11473
11474   if (prev_sibling != NULL)
11475     prev_sibling->priv->next_sibling = child;
11476
11477   if (next_sibling != NULL)
11478     next_sibling->priv->prev_sibling = child;
11479
11480   if (child->priv->prev_sibling == NULL)
11481     self->priv->first_child = child;
11482
11483   if (child->priv->next_sibling == NULL)
11484     self->priv->last_child = child;
11485 }
11486
11487 /**
11488  * clutter_actor_replace_child:
11489  * @self: a #ClutterActor
11490  * @old_child: the child of @self to replace
11491  * @new_child: the #ClutterActor to replace @old_child
11492  *
11493  * Replaces @old_child with @new_child in the list of children of @self.
11494  *
11495  * Since: 1.10
11496  */
11497 void
11498 clutter_actor_replace_child (ClutterActor *self,
11499                              ClutterActor *old_child,
11500                              ClutterActor *new_child)
11501 {
11502   ClutterActor *prev_sibling, *next_sibling;
11503   InsertBetweenData clos;
11504
11505   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11506   g_return_if_fail (CLUTTER_IS_ACTOR (old_child));
11507   g_return_if_fail (old_child->priv->parent == self);
11508   g_return_if_fail (CLUTTER_IS_ACTOR (new_child));
11509   g_return_if_fail (old_child != new_child);
11510   g_return_if_fail (new_child != self);
11511   g_return_if_fail (new_child->priv->parent == NULL);
11512
11513   prev_sibling = old_child->priv->prev_sibling;
11514   next_sibling = old_child->priv->next_sibling;
11515   clutter_actor_remove_child_internal (self, old_child,
11516                                        REMOVE_CHILD_DEFAULT_FLAGS);
11517
11518   clos.prev_sibling = prev_sibling;
11519   clos.next_sibling = next_sibling;
11520   clutter_actor_add_child_internal (self, new_child,
11521                                     ADD_CHILD_DEFAULT_FLAGS,
11522                                     insert_child_between,
11523                                     &clos);
11524 }
11525
11526 /**
11527  * clutter_actor_unparent:
11528  * @self: a #ClutterActor
11529  *
11530  * Removes the parent of @self.
11531  *
11532  * This will cause the parent of @self to release the reference
11533  * acquired when calling clutter_actor_set_parent(), so if you
11534  * want to keep @self you will have to acquire a reference of
11535  * your own, through g_object_ref().
11536  *
11537  * This function should only be called by legacy #ClutterActor<!-- -->s
11538  * implementing the #ClutterContainer interface.
11539  *
11540  * Since: 0.1.1
11541  *
11542  * Deprecated: 1.10: Use clutter_actor_remove_child() instead.
11543  */
11544 void
11545 clutter_actor_unparent (ClutterActor *self)
11546 {
11547   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11548
11549   if (self->priv->parent == NULL)
11550     return;
11551
11552   clutter_actor_remove_child_internal (self->priv->parent, self,
11553                                        REMOVE_CHILD_LEGACY_FLAGS);
11554 }
11555
11556 /**
11557  * clutter_actor_reparent:
11558  * @self: a #ClutterActor
11559  * @new_parent: the new #ClutterActor parent
11560  *
11561  * Resets the parent actor of @self.
11562  *
11563  * This function is logically equivalent to calling clutter_actor_unparent()
11564  * and clutter_actor_set_parent(), but more efficiently implemented, as it
11565  * ensures the child is not finalized when unparented, and emits the
11566  * #ClutterActor::parent-set signal only once.
11567  *
11568  * In reality, calling this function is less useful than it sounds, as some
11569  * application code may rely on changes in the intermediate state between
11570  * removal and addition of the actor from its old parent to the @new_parent.
11571  * Thus, it is strongly encouraged to avoid using this function in application
11572  * code.
11573  *
11574  * Since: 0.2
11575  *
11576  * Deprecated: 1.10: Use clutter_actor_remove_child() and
11577  *   clutter_actor_add_child() instead; remember to take a reference on
11578  *   the actor being removed before calling clutter_actor_remove_child()
11579  *   to avoid the reference count dropping to zero and the actor being
11580  *   destroyed.
11581  */
11582 void
11583 clutter_actor_reparent (ClutterActor *self,
11584                         ClutterActor *new_parent)
11585 {
11586   ClutterActorPrivate *priv;
11587
11588   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11589   g_return_if_fail (CLUTTER_IS_ACTOR (new_parent));
11590   g_return_if_fail (self != new_parent);
11591
11592   if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
11593     {
11594       g_warning ("Cannot set a parent on a toplevel actor");
11595       return;
11596     }
11597
11598   if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
11599     {
11600       g_warning ("Cannot set a parent currently being destroyed");
11601       return;
11602     }
11603
11604   priv = self->priv;
11605
11606   if (priv->parent != new_parent)
11607     {
11608       ClutterActor *old_parent;
11609
11610       CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT);
11611
11612       old_parent = priv->parent;
11613
11614       g_object_ref (self);
11615
11616       if (old_parent != NULL)
11617         {
11618          /* go through the Container implementation if this is a regular
11619           * child and not an internal one
11620           */
11621          if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
11622            {
11623              ClutterContainer *parent = CLUTTER_CONTAINER (old_parent);
11624
11625              /* this will have to call unparent() */
11626              clutter_container_remove_actor (parent, self);
11627            }
11628          else
11629            clutter_actor_remove_child_internal (old_parent, self,
11630                                                 REMOVE_CHILD_LEGACY_FLAGS);
11631         }
11632
11633       /* Note, will call set_parent() */
11634       if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
11635         clutter_container_add_actor (CLUTTER_CONTAINER (new_parent), self);
11636       else
11637         clutter_actor_add_child_internal (new_parent, self,
11638                                           ADD_CHILD_LEGACY_FLAGS,
11639                                           insert_child_at_depth,
11640                                           NULL);
11641
11642       /* we emit the ::parent-set signal once */
11643       g_signal_emit (self, actor_signals[PARENT_SET], 0, old_parent);
11644
11645       CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT);
11646
11647       /* the IN_REPARENT flag suspends state updates */
11648       clutter_actor_update_map_state (self, MAP_STATE_CHECK);
11649
11650       g_object_unref (self);
11651    }
11652 }
11653
11654 /**
11655  * clutter_actor_contains:
11656  * @self: A #ClutterActor
11657  * @descendant: A #ClutterActor, possibly contained in @self
11658  *
11659  * Determines if @descendant is contained inside @self (either as an
11660  * immediate child, or as a deeper descendant). If @self and
11661  * @descendant point to the same actor then it will also return %TRUE.
11662  *
11663  * Return value: whether @descendent is contained within @self
11664  *
11665  * Since: 1.4
11666  */
11667 gboolean
11668 clutter_actor_contains (ClutterActor *self,
11669                         ClutterActor *descendant)
11670 {
11671   ClutterActor *actor;
11672
11673   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
11674   g_return_val_if_fail (CLUTTER_IS_ACTOR (descendant), FALSE);
11675
11676   for (actor = descendant; actor; actor = actor->priv->parent)
11677     if (actor == self)
11678       return TRUE;
11679
11680   return FALSE;
11681 }
11682
11683 /**
11684  * clutter_actor_set_child_above_sibling:
11685  * @self: a #ClutterActor
11686  * @child: a #ClutterActor child of @self
11687  * @sibling: (allow-none): a #ClutterActor child of @self, or %NULL
11688  *
11689  * Sets @child to be above @sibling in the list of children of @self.
11690  *
11691  * If @sibling is %NULL, @child will be the new last child of @self.
11692  *
11693  * This function is logically equivalent to removing @child and using
11694  * clutter_actor_insert_child_above(), but it will not emit signals
11695  * or change state on @child.
11696  *
11697  * Since: 1.10
11698  */
11699 void
11700 clutter_actor_set_child_above_sibling (ClutterActor *self,
11701                                        ClutterActor *child,
11702                                        ClutterActor *sibling)
11703 {
11704   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11705   g_return_if_fail (CLUTTER_IS_ACTOR (child));
11706   g_return_if_fail (child->priv->parent == self);
11707   g_return_if_fail (child != sibling);
11708   g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
11709
11710   if (sibling != NULL)
11711     g_return_if_fail (sibling->priv->parent == self);
11712
11713   if (CLUTTER_ACTOR_IN_DESTRUCTION (self) ||
11714       CLUTTER_ACTOR_IN_DESTRUCTION (child) ||
11715       (sibling != NULL && CLUTTER_ACTOR_IN_DESTRUCTION (sibling)))
11716     return;
11717
11718   /* we don't want to change the state of child, or emit signals, or
11719    * regenerate ChildMeta instances here, but we still want to follow
11720    * the correct sequence of steps encoded in remove_child() and
11721    * add_child(), so that correctness is ensured, and we only go
11722    * through one known code path.
11723    */
11724   g_object_ref (child);
11725   clutter_actor_remove_child_internal (self, child, 0);
11726   clutter_actor_add_child_internal (self, child,
11727                                     ADD_CHILD_NOTIFY_FIRST_LAST,
11728                                     insert_child_above,
11729                                     sibling);
11730
11731   clutter_actor_queue_relayout (self);
11732 }
11733
11734 /**
11735  * clutter_actor_set_child_below_sibling:
11736  * @self: a #ClutterActor
11737  * @child: a #ClutterActor child of @self
11738  * @sibling: (allow-none): a #ClutterActor child of @self, or %NULL
11739  *
11740  * Sets @child to be below @sibling in the list of children of @self.
11741  *
11742  * If @sibling is %NULL, @child will be the new first child of @self.
11743  *
11744  * This function is logically equivalent to removing @self and using
11745  * clutter_actor_insert_child_below(), but it will not emit signals
11746  * or change state on @child.
11747  *
11748  * Since: 1.10
11749  */
11750 void
11751 clutter_actor_set_child_below_sibling (ClutterActor *self,
11752                                        ClutterActor *child,
11753                                        ClutterActor *sibling)
11754 {
11755   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11756   g_return_if_fail (CLUTTER_IS_ACTOR (child));
11757   g_return_if_fail (child->priv->parent == self);
11758   g_return_if_fail (child != sibling);
11759   g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
11760
11761   if (sibling != NULL)
11762     g_return_if_fail (sibling->priv->parent == self);
11763
11764   if (CLUTTER_ACTOR_IN_DESTRUCTION (self) ||
11765       CLUTTER_ACTOR_IN_DESTRUCTION (child) ||
11766       (sibling != NULL && CLUTTER_ACTOR_IN_DESTRUCTION (sibling)))
11767     return;
11768
11769   /* see the comment in set_child_above_sibling() */
11770   g_object_ref (child);
11771   clutter_actor_remove_child_internal (self, child, 0);
11772   clutter_actor_add_child_internal (self, child,
11773                                     ADD_CHILD_NOTIFY_FIRST_LAST,
11774                                     insert_child_below,
11775                                     sibling);
11776
11777   clutter_actor_queue_relayout (self);
11778 }
11779
11780 /**
11781  * clutter_actor_set_child_at_index:
11782  * @self: a #ClutterActor
11783  * @child: a #ClutterActor child of @self
11784  * @index_: the new index for @child
11785  *
11786  * Changes the index of @child in the list of children of @self.
11787  *
11788  * This function is logically equivalent to removing @child and
11789  * calling clutter_actor_insert_child_at_index(), but it will not
11790  * emit signals or change state on @child.
11791  *
11792  * Since: 1.10
11793  */
11794 void
11795 clutter_actor_set_child_at_index (ClutterActor *self,
11796                                   ClutterActor *child,
11797                                   gint          index_)
11798 {
11799   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11800   g_return_if_fail (CLUTTER_IS_ACTOR (child));
11801   g_return_if_fail (child->priv->parent == self);
11802   g_return_if_fail (index_ <= self->priv->n_children);
11803
11804   if (CLUTTER_ACTOR_IN_DESTRUCTION (self) ||
11805       CLUTTER_ACTOR_IN_DESTRUCTION (child))
11806     return;
11807
11808   g_object_ref (child);
11809   clutter_actor_remove_child_internal (self, child, 0);
11810   clutter_actor_add_child_internal (self, child,
11811                                     ADD_CHILD_NOTIFY_FIRST_LAST,
11812                                     insert_child_at_index,
11813                                     GINT_TO_POINTER (index_));
11814
11815   clutter_actor_queue_relayout (self);
11816 }
11817
11818 /**
11819  * clutter_actor_raise:
11820  * @self: A #ClutterActor
11821  * @below: (allow-none): A #ClutterActor to raise above.
11822  *
11823  * Puts @self above @below.
11824  *
11825  * Both actors must have the same parent, and the parent must implement
11826  * the #ClutterContainer interface
11827  *
11828  * This function calls clutter_container_raise_child() internally.
11829  *
11830  * Deprecated: 1.10: Use clutter_actor_set_child_above_sibling() instead.
11831  */
11832 void
11833 clutter_actor_raise (ClutterActor *self,
11834                      ClutterActor *below)
11835 {
11836   ClutterActor *parent;
11837
11838   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11839
11840   parent = clutter_actor_get_parent (self);
11841   if (parent == NULL)
11842     {
11843       g_warning ("%s: Actor '%s' is not inside a container",
11844                  G_STRFUNC,
11845                  _clutter_actor_get_debug_name (self));
11846       return;
11847     }
11848
11849   if (below != NULL)
11850     {
11851       if (parent != clutter_actor_get_parent (below))
11852         {
11853           g_warning ("%s Actor '%s' is not in the same container as "
11854                      "actor '%s'",
11855                      G_STRFUNC,
11856                      _clutter_actor_get_debug_name (self),
11857                      _clutter_actor_get_debug_name (below));
11858           return;
11859         }
11860     }
11861
11862   clutter_container_raise_child (CLUTTER_CONTAINER (parent), self, below);
11863 }
11864
11865 /**
11866  * clutter_actor_lower:
11867  * @self: A #ClutterActor
11868  * @above: (allow-none): A #ClutterActor to lower below
11869  *
11870  * Puts @self below @above.
11871  *
11872  * Both actors must have the same parent, and the parent must implement
11873  * the #ClutterContainer interface.
11874  *
11875  * This function calls clutter_container_lower_child() internally.
11876  *
11877  * Deprecated: 1.10: Use clutter_actor_set_child_below_sibling() instead.
11878  */
11879 void
11880 clutter_actor_lower (ClutterActor *self,
11881                      ClutterActor *above)
11882 {
11883   ClutterActor *parent;
11884
11885   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11886
11887   parent = clutter_actor_get_parent (self);
11888   if (parent == NULL)
11889     {
11890       g_warning ("%s: Actor of type %s is not inside a container",
11891                  G_STRFUNC,
11892                  _clutter_actor_get_debug_name (self));
11893       return;
11894     }
11895
11896   if (above)
11897     {
11898       if (parent != clutter_actor_get_parent (above))
11899         {
11900           g_warning ("%s: Actor '%s' is not in the same container as "
11901                      "actor '%s'",
11902                      G_STRFUNC,
11903                      _clutter_actor_get_debug_name (self),
11904                      _clutter_actor_get_debug_name (above));
11905           return;
11906         }
11907     }
11908
11909   clutter_container_lower_child (CLUTTER_CONTAINER (parent), self, above);
11910 }
11911
11912 /**
11913  * clutter_actor_raise_top:
11914  * @self: A #ClutterActor
11915  *
11916  * Raises @self to the top.
11917  *
11918  * This function calls clutter_actor_raise() internally.
11919  *
11920  * Deprecated: 1.10: Use clutter_actor_set_child_above_sibling() with
11921  *   a %NULL sibling, instead.
11922  */
11923 void
11924 clutter_actor_raise_top (ClutterActor *self)
11925 {
11926   clutter_actor_raise (self, NULL);
11927 }
11928
11929 /**
11930  * clutter_actor_lower_bottom:
11931  * @self: A #ClutterActor
11932  *
11933  * Lowers @self to the bottom.
11934  *
11935  * This function calls clutter_actor_lower() internally.
11936  *
11937  * Deprecated: 1.10: Use clutter_actor_set_child_below_sibling() with
11938  *   a %NULL sibling, instead.
11939  */
11940 void
11941 clutter_actor_lower_bottom (ClutterActor *self)
11942 {
11943   clutter_actor_lower (self, NULL);
11944 }
11945
11946 /*
11947  * Event handling
11948  */
11949
11950 /**
11951  * clutter_actor_event:
11952  * @actor: a #ClutterActor
11953  * @event: a #ClutterEvent
11954  * @capture: TRUE if event in in capture phase, FALSE otherwise.
11955  *
11956  * This function is used to emit an event on the main stage.
11957  * You should rarely need to use this function, except for
11958  * synthetising events.
11959  *
11960  * Return value: the return value from the signal emission: %TRUE
11961  *   if the actor handled the event, or %FALSE if the event was
11962  *   not handled
11963  *
11964  * Since: 0.6
11965  */
11966 gboolean
11967 clutter_actor_event (ClutterActor *actor,
11968                      ClutterEvent *event,
11969                      gboolean      capture)
11970 {
11971   gboolean retval = FALSE;
11972   gint signal_num = -1;
11973
11974   g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
11975   g_return_val_if_fail (event != NULL, FALSE);
11976
11977   g_object_ref (actor);
11978
11979   if (capture)
11980     {
11981       g_signal_emit (actor, actor_signals[CAPTURED_EVENT], 0,
11982                      event,
11983                      &retval);
11984       goto out;
11985     }
11986
11987   g_signal_emit (actor, actor_signals[EVENT], 0, event, &retval);
11988
11989   if (!retval)
11990     {
11991       switch (event->type)
11992         {
11993         case CLUTTER_NOTHING:
11994           break;
11995         case CLUTTER_BUTTON_PRESS:
11996           signal_num = BUTTON_PRESS_EVENT;
11997           break;
11998         case CLUTTER_BUTTON_RELEASE:
11999           signal_num = BUTTON_RELEASE_EVENT;
12000           break;
12001         case CLUTTER_SCROLL:
12002           signal_num = SCROLL_EVENT;
12003           break;
12004         case CLUTTER_KEY_PRESS:
12005           signal_num = KEY_PRESS_EVENT;
12006           break;
12007         case CLUTTER_KEY_RELEASE:
12008           signal_num = KEY_RELEASE_EVENT;
12009           break;
12010         case CLUTTER_MOTION:
12011           signal_num = MOTION_EVENT;
12012           break;
12013         case CLUTTER_ENTER:
12014           signal_num = ENTER_EVENT;
12015           break;
12016         case CLUTTER_LEAVE:
12017           signal_num = LEAVE_EVENT;
12018           break;
12019         case CLUTTER_DELETE:
12020         case CLUTTER_DESTROY_NOTIFY:
12021         case CLUTTER_CLIENT_MESSAGE:
12022         default:
12023           signal_num = -1;
12024           break;
12025         }
12026
12027       if (signal_num != -1)
12028         g_signal_emit (actor, actor_signals[signal_num], 0,
12029                        event, &retval);
12030     }
12031
12032 out:
12033   g_object_unref (actor);
12034
12035   return retval;
12036 }
12037
12038 /**
12039  * clutter_actor_set_reactive:
12040  * @actor: a #ClutterActor
12041  * @reactive: whether the actor should be reactive to events
12042  *
12043  * Sets @actor as reactive. Reactive actors will receive events.
12044  *
12045  * Since: 0.6
12046  */
12047 void
12048 clutter_actor_set_reactive (ClutterActor *actor,
12049                             gboolean      reactive)
12050 {
12051   g_return_if_fail (CLUTTER_IS_ACTOR (actor));
12052
12053   if (reactive == CLUTTER_ACTOR_IS_REACTIVE (actor))
12054     return;
12055
12056   if (reactive)
12057     CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
12058   else
12059     CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
12060
12061   g_object_notify_by_pspec (G_OBJECT (actor), obj_props[PROP_REACTIVE]);
12062 }
12063
12064 /**
12065  * clutter_actor_get_reactive:
12066  * @actor: a #ClutterActor
12067  *
12068  * Checks whether @actor is marked as reactive.
12069  *
12070  * Return value: %TRUE if the actor is reactive
12071  *
12072  * Since: 0.6
12073  */
12074 gboolean
12075 clutter_actor_get_reactive (ClutterActor *actor)
12076 {
12077   g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
12078
12079   return CLUTTER_ACTOR_IS_REACTIVE (actor) ? TRUE : FALSE;
12080 }
12081
12082 /**
12083  * clutter_actor_get_anchor_point:
12084  * @self: a #ClutterActor
12085  * @anchor_x: (out): return location for the X coordinate of the anchor point
12086  * @anchor_y: (out): return location for the Y coordinate of the anchor point
12087  *
12088  * Gets the current anchor point of the @actor in pixels.
12089  *
12090  * Since: 0.6
12091  */
12092 void
12093 clutter_actor_get_anchor_point (ClutterActor *self,
12094                                 gfloat       *anchor_x,
12095                                 gfloat       *anchor_y)
12096 {
12097   const ClutterTransformInfo *info;
12098
12099   g_return_if_fail (CLUTTER_IS_ACTOR (self));
12100
12101   info = _clutter_actor_get_transform_info_or_defaults (self);
12102   clutter_anchor_coord_get_units (self, &info->anchor,
12103                                   anchor_x,
12104                                   anchor_y,
12105                                   NULL);
12106 }
12107
12108 /**
12109  * clutter_actor_set_anchor_point:
12110  * @self: a #ClutterActor
12111  * @anchor_x: X coordinate of the anchor point
12112  * @anchor_y: Y coordinate of the anchor point
12113  *
12114  * Sets an anchor point for @self. The anchor point is a point in the
12115  * coordinate space of an actor to which the actor position within its
12116  * parent is relative; the default is (0, 0), i.e. the top-left corner
12117  * of the actor.
12118  *
12119  * Since: 0.6
12120  */
12121 void
12122 clutter_actor_set_anchor_point (ClutterActor *self,
12123                                 gfloat        anchor_x,
12124                                 gfloat        anchor_y)
12125 {
12126   ClutterTransformInfo *info;
12127   ClutterActorPrivate *priv;
12128   gboolean changed = FALSE;
12129   gfloat old_anchor_x, old_anchor_y;
12130   GObject *obj;
12131
12132   g_return_if_fail (CLUTTER_IS_ACTOR (self));
12133
12134   obj = G_OBJECT (self);
12135   priv = self->priv;
12136   info = _clutter_actor_get_transform_info (self);
12137
12138   g_object_freeze_notify (obj);
12139
12140   clutter_anchor_coord_get_units (self, &info->anchor,
12141                                   &old_anchor_x,
12142                                   &old_anchor_y,
12143                                   NULL);
12144
12145   if (info->anchor.is_fractional)
12146     g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
12147
12148   if (old_anchor_x != anchor_x)
12149     {
12150       g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
12151       changed = TRUE;
12152     }
12153
12154   if (old_anchor_y != anchor_y)
12155     {
12156       g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
12157       changed = TRUE;
12158     }
12159
12160   clutter_anchor_coord_set_units (&info->anchor, anchor_x, anchor_y, 0);
12161
12162   if (changed)
12163     {
12164       priv->transform_valid = FALSE;
12165       clutter_actor_queue_redraw (self);
12166     }
12167
12168   g_object_thaw_notify (obj);
12169 }
12170
12171 /**
12172  * clutter_actor_get_anchor_point_gravity:
12173  * @self: a #ClutterActor
12174  *
12175  * Retrieves the anchor position expressed as a #ClutterGravity. If
12176  * the anchor point was specified using pixels or units this will
12177  * return %CLUTTER_GRAVITY_NONE.
12178  *
12179  * Return value: the #ClutterGravity used by the anchor point
12180  *
12181  * Since: 1.0
12182  */
12183 ClutterGravity
12184 clutter_actor_get_anchor_point_gravity (ClutterActor *self)
12185 {
12186   const ClutterTransformInfo *info;
12187
12188   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
12189
12190   info = _clutter_actor_get_transform_info_or_defaults (self);
12191
12192   return clutter_anchor_coord_get_gravity (&info->anchor);
12193 }
12194
12195 /**
12196  * clutter_actor_move_anchor_point:
12197  * @self: a #ClutterActor
12198  * @anchor_x: X coordinate of the anchor point
12199  * @anchor_y: Y coordinate of the anchor point
12200  *
12201  * Sets an anchor point for the actor, and adjusts the actor postion so that
12202  * the relative position of the actor toward its parent remains the same.
12203  *
12204  * Since: 0.6
12205  */
12206 void
12207 clutter_actor_move_anchor_point (ClutterActor *self,
12208                                  gfloat        anchor_x,
12209                                  gfloat        anchor_y)
12210 {
12211   gfloat old_anchor_x, old_anchor_y;
12212   const ClutterTransformInfo *info;
12213
12214   g_return_if_fail (CLUTTER_IS_ACTOR (self));
12215
12216   info = _clutter_actor_get_transform_info (self);
12217   clutter_anchor_coord_get_units (self, &info->anchor,
12218                                   &old_anchor_x,
12219                                   &old_anchor_y,
12220                                   NULL);
12221
12222   g_object_freeze_notify (G_OBJECT (self));
12223
12224   clutter_actor_set_anchor_point (self, anchor_x, anchor_y);
12225
12226   if (self->priv->position_set)
12227     clutter_actor_move_by (self,
12228                            anchor_x - old_anchor_x,
12229                            anchor_y - old_anchor_y);
12230
12231   g_object_thaw_notify (G_OBJECT (self));
12232 }
12233
12234 /**
12235  * clutter_actor_move_anchor_point_from_gravity:
12236  * @self: a #ClutterActor
12237  * @gravity: #ClutterGravity.
12238  *
12239  * Sets an anchor point on the actor based on the given gravity, adjusting the
12240  * actor postion so that its relative position within its parent remains
12241  * unchanged.
12242  *
12243  * Since version 1.0 the anchor point will be stored as a gravity so
12244  * that if the actor changes size then the anchor point will move. For
12245  * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
12246  * and later double the size of the actor, the anchor point will move
12247  * to the bottom right.
12248  *
12249  * Since: 0.6
12250  */
12251 void
12252 clutter_actor_move_anchor_point_from_gravity (ClutterActor   *self,
12253                                               ClutterGravity  gravity)
12254 {
12255   gfloat old_anchor_x, old_anchor_y, new_anchor_x, new_anchor_y;
12256   const ClutterTransformInfo *info;
12257   ClutterActorPrivate *priv;
12258
12259   g_return_if_fail (CLUTTER_IS_ACTOR (self));
12260
12261   priv = self->priv;
12262   info = _clutter_actor_get_transform_info (self);
12263
12264   g_object_freeze_notify (G_OBJECT (self));
12265
12266   clutter_anchor_coord_get_units (self, &info->anchor,
12267                                   &old_anchor_x,
12268                                   &old_anchor_y,
12269                                   NULL);
12270   clutter_actor_set_anchor_point_from_gravity (self, gravity);
12271   clutter_anchor_coord_get_units (self, &info->anchor,
12272                                   &new_anchor_x,
12273                                   &new_anchor_y,
12274                                   NULL);
12275
12276   if (priv->position_set)
12277     clutter_actor_move_by (self,
12278                            new_anchor_x - old_anchor_x,
12279                            new_anchor_y - old_anchor_y);
12280
12281   g_object_thaw_notify (G_OBJECT (self));
12282 }
12283
12284 /**
12285  * clutter_actor_set_anchor_point_from_gravity:
12286  * @self: a #ClutterActor
12287  * @gravity: #ClutterGravity.
12288  *
12289  * Sets an anchor point on the actor, based on the given gravity (this is a
12290  * convenience function wrapping clutter_actor_set_anchor_point()).
12291  *
12292  * Since version 1.0 the anchor point will be stored as a gravity so
12293  * that if the actor changes size then the anchor point will move. For
12294  * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
12295  * and later double the size of the actor, the anchor point will move
12296  * to the bottom right.
12297  *
12298  * Since: 0.6
12299  */
12300 void
12301 clutter_actor_set_anchor_point_from_gravity (ClutterActor   *self,
12302                                              ClutterGravity  gravity)
12303 {
12304   g_return_if_fail (CLUTTER_IS_ACTOR (self));
12305
12306   if (gravity == CLUTTER_GRAVITY_NONE)
12307     clutter_actor_set_anchor_point (self, 0, 0);
12308   else
12309     {
12310       GObject *obj = G_OBJECT (self);
12311       ClutterTransformInfo *info;
12312
12313       g_object_freeze_notify (obj);
12314
12315       info = _clutter_actor_get_transform_info (self);
12316       clutter_anchor_coord_set_gravity (&info->anchor, gravity);
12317
12318       g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
12319       g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
12320       g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
12321
12322       self->priv->transform_valid = FALSE;
12323
12324       clutter_actor_queue_redraw (self);
12325
12326       g_object_thaw_notify (obj);
12327     }
12328 }
12329
12330 static void
12331 clutter_actor_store_content_box (ClutterActor *self,
12332                                  const ClutterActorBox *box)
12333 {
12334   if (box != NULL)
12335     {
12336       self->priv->content_box = *box;
12337       self->priv->content_box_valid = TRUE;
12338     }
12339   else
12340     self->priv->content_box_valid = FALSE;
12341
12342   clutter_actor_queue_redraw (self);
12343
12344   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONTENT_BOX]);
12345 }
12346
12347 static void
12348 clutter_container_iface_init (ClutterContainerIface *iface)
12349 {
12350   /* we don't override anything, as ClutterContainer already has a default
12351    * implementation that we can use, and which calls into our own API.
12352    */
12353 }
12354
12355 typedef enum
12356 {
12357   PARSE_X,
12358   PARSE_Y,
12359   PARSE_WIDTH,
12360   PARSE_HEIGHT,
12361   PARSE_ANCHOR_X,
12362   PARSE_ANCHOR_Y
12363 } ParseDimension;
12364
12365 static gfloat
12366 parse_units (ClutterActor   *self,
12367              ParseDimension  dimension,
12368              JsonNode       *node)
12369 {
12370   GValue value = G_VALUE_INIT;
12371   gfloat retval = 0;
12372
12373   if (JSON_NODE_TYPE (node) != JSON_NODE_VALUE)
12374     return 0;
12375
12376   json_node_get_value (node, &value);
12377
12378   if (G_VALUE_HOLDS (&value, G_TYPE_INT64))
12379     {
12380       retval = (gfloat) g_value_get_int64 (&value);
12381     }
12382   else if (G_VALUE_HOLDS (&value, G_TYPE_DOUBLE))
12383     {
12384       retval = g_value_get_double (&value);
12385     }
12386   else if (G_VALUE_HOLDS (&value, G_TYPE_STRING))
12387     {
12388       ClutterUnits units;
12389       gboolean res;
12390
12391       res = clutter_units_from_string (&units, g_value_get_string (&value));
12392       if (res)
12393         retval = clutter_units_to_pixels (&units);
12394       else
12395         {
12396           g_warning ("Invalid value '%s': integers, strings or floating point "
12397                      "values can be used for the x, y, width and height "
12398                      "properties. Valid modifiers for strings are 'px', 'mm', "
12399                      "'pt' and 'em'.",
12400                      g_value_get_string (&value));
12401           retval = 0;
12402         }
12403     }
12404   else
12405     {
12406       g_warning ("Invalid value of type '%s': integers, strings of floating "
12407                  "point values can be used for the x, y, width, height "
12408                  "anchor-x and anchor-y properties.",
12409                  g_type_name (G_VALUE_TYPE (&value)));
12410     }
12411
12412   g_value_unset (&value);
12413
12414   return retval;
12415 }
12416
12417 typedef struct {
12418   ClutterRotateAxis axis;
12419
12420   gdouble angle;
12421
12422   gfloat center_x;
12423   gfloat center_y;
12424   gfloat center_z;
12425 } RotationInfo;
12426
12427 static inline gboolean
12428 parse_rotation_array (ClutterActor *actor,
12429                       JsonArray    *array,
12430                       RotationInfo *info)
12431 {
12432   JsonNode *element;
12433
12434   if (json_array_get_length (array) != 2)
12435     return FALSE;
12436
12437   /* angle */
12438   element = json_array_get_element (array, 0);
12439   if (JSON_NODE_TYPE (element) == JSON_NODE_VALUE)
12440     info->angle = json_node_get_double (element);
12441   else
12442     return FALSE;
12443
12444   /* center */
12445   element = json_array_get_element (array, 1);
12446   if (JSON_NODE_TYPE (element) == JSON_NODE_ARRAY)
12447     {
12448       JsonArray *center = json_node_get_array (element);
12449
12450       if (json_array_get_length (center) != 2)
12451         return FALSE;
12452
12453       switch (info->axis)
12454         {
12455         case CLUTTER_X_AXIS:
12456           info->center_y = parse_units (actor, PARSE_Y,
12457                                         json_array_get_element (center, 0));
12458           info->center_z = parse_units (actor, PARSE_Y,
12459                                         json_array_get_element (center, 1));
12460           return TRUE;
12461
12462         case CLUTTER_Y_AXIS:
12463           info->center_x = parse_units (actor, PARSE_X,
12464                                         json_array_get_element (center, 0));
12465           info->center_z = parse_units (actor, PARSE_X,
12466                                         json_array_get_element (center, 1));
12467           return TRUE;
12468
12469         case CLUTTER_Z_AXIS:
12470           info->center_x = parse_units (actor, PARSE_X,
12471                                         json_array_get_element (center, 0));
12472           info->center_y = parse_units (actor, PARSE_Y,
12473                                         json_array_get_element (center, 1));
12474           return TRUE;
12475         }
12476     }
12477
12478   return FALSE;
12479 }
12480
12481 static gboolean
12482 parse_rotation (ClutterActor *actor,
12483                 JsonNode     *node,
12484                 RotationInfo *info)
12485 {
12486   JsonArray *array;
12487   guint len, i;
12488   gboolean retval = FALSE;
12489
12490   if (JSON_NODE_TYPE (node) != JSON_NODE_ARRAY)
12491     {
12492       g_warning ("Invalid node of type '%s' found, expecting an array",
12493                  json_node_type_name (node));
12494       return FALSE;
12495     }
12496
12497   array = json_node_get_array (node);
12498   len = json_array_get_length (array);
12499
12500   for (i = 0; i < len; i++)
12501     {
12502       JsonNode *element = json_array_get_element (array, i);
12503       JsonObject *object;
12504       JsonNode *member;
12505
12506       if (JSON_NODE_TYPE (element) != JSON_NODE_OBJECT)
12507         {
12508           g_warning ("Invalid node of type '%s' found, expecting an object",
12509                      json_node_type_name (element));
12510           return FALSE;
12511         }
12512
12513       object = json_node_get_object (element);
12514
12515       if (json_object_has_member (object, "x-axis"))
12516         {
12517           member = json_object_get_member (object, "x-axis");
12518
12519           info->axis = CLUTTER_X_AXIS;
12520
12521           if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
12522             {
12523               info->angle = json_node_get_double (member);
12524               retval = TRUE;
12525             }
12526           else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
12527             retval = parse_rotation_array (actor,
12528                                            json_node_get_array (member),
12529                                            info);
12530           else
12531             retval = FALSE;
12532         }
12533       else if (json_object_has_member (object, "y-axis"))
12534         {
12535           member = json_object_get_member (object, "y-axis");
12536
12537           info->axis = CLUTTER_Y_AXIS;
12538
12539           if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
12540             {
12541               info->angle = json_node_get_double (member);
12542               retval = TRUE;
12543             }
12544           else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
12545             retval = parse_rotation_array (actor,
12546                                            json_node_get_array (member),
12547                                            info);
12548           else
12549             retval = FALSE;
12550         }
12551       else if (json_object_has_member (object, "z-axis"))
12552         {
12553           member = json_object_get_member (object, "z-axis");
12554
12555           info->axis = CLUTTER_Z_AXIS;
12556
12557           if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
12558             {
12559               info->angle = json_node_get_double (member);
12560               retval = TRUE;
12561             }
12562           else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
12563             retval = parse_rotation_array (actor,
12564                                            json_node_get_array (member),
12565                                            info);
12566           else
12567             retval = FALSE;
12568         }
12569     }
12570
12571   return retval;
12572 }
12573
12574 static GSList *
12575 parse_actor_metas (ClutterScript *script,
12576                    ClutterActor  *actor,
12577                    JsonNode      *node)
12578 {
12579   GList *elements, *l;
12580   GSList *retval = NULL;
12581
12582   if (!JSON_NODE_HOLDS_ARRAY (node))
12583     return NULL;
12584
12585   elements = json_array_get_elements (json_node_get_array (node));
12586
12587   for (l = elements; l != NULL; l = l->next)
12588     {
12589       JsonNode *element = l->data;
12590       const gchar *id_ = _clutter_script_get_id_from_node (element);
12591       GObject *meta;
12592
12593       if (id_ == NULL || *id_ == '\0')
12594         continue;
12595
12596       meta = clutter_script_get_object (script, id_);
12597       if (meta == NULL)
12598         continue;
12599
12600       retval = g_slist_prepend (retval, meta);
12601     }
12602
12603   g_list_free (elements);
12604
12605   return g_slist_reverse (retval);
12606 }
12607
12608 static GSList *
12609 parse_behaviours (ClutterScript *script,
12610                   ClutterActor  *actor,
12611                   JsonNode      *node)
12612 {
12613   GList *elements, *l;
12614   GSList *retval = NULL;
12615
12616   if (!JSON_NODE_HOLDS_ARRAY (node))
12617     return NULL;
12618
12619   elements = json_array_get_elements (json_node_get_array (node));
12620
12621   for (l = elements; l != NULL; l = l->next)
12622     {
12623       JsonNode *element = l->data;
12624       const gchar *id_ = _clutter_script_get_id_from_node (element);
12625       GObject *behaviour;
12626
12627       if (id_ == NULL || *id_ == '\0')
12628         continue;
12629
12630       behaviour = clutter_script_get_object (script, id_);
12631       if (behaviour == NULL)
12632         continue;
12633
12634       retval = g_slist_prepend (retval, behaviour);
12635     }
12636
12637   g_list_free (elements);
12638
12639   return g_slist_reverse (retval);
12640 }
12641
12642 static gboolean
12643 clutter_actor_parse_custom_node (ClutterScriptable *scriptable,
12644                                  ClutterScript     *script,
12645                                  GValue            *value,
12646                                  const gchar       *name,
12647                                  JsonNode          *node)
12648 {
12649   ClutterActor *actor = CLUTTER_ACTOR (scriptable);
12650   gboolean retval = FALSE;
12651
12652   if ((name[0] == 'x' && name[1] == '\0') ||
12653       (name[0] == 'y' && name[1] == '\0') ||
12654       (strcmp (name, "width") == 0) ||
12655       (strcmp (name, "height") == 0) ||
12656       (strcmp (name, "anchor_x") == 0) ||
12657       (strcmp (name, "anchor_y") == 0))
12658     {
12659       ParseDimension dimension;
12660       gfloat units;
12661
12662       if (name[0] == 'x')
12663         dimension = PARSE_X;
12664       else if (name[0] == 'y')
12665         dimension = PARSE_Y;
12666       else if (name[0] == 'w')
12667         dimension = PARSE_WIDTH;
12668       else if (name[0] == 'h')
12669         dimension = PARSE_HEIGHT;
12670       else if (name[0] == 'a' && name[7] == 'x')
12671         dimension = PARSE_ANCHOR_X;
12672       else if (name[0] == 'a' && name[7] == 'y')
12673         dimension = PARSE_ANCHOR_Y;
12674       else
12675         return FALSE;
12676
12677       units = parse_units (actor, dimension, node);
12678
12679       /* convert back to pixels: all properties are pixel-based */
12680       g_value_init (value, G_TYPE_FLOAT);
12681       g_value_set_float (value, units);
12682
12683       retval = TRUE;
12684     }
12685   else if (strcmp (name, "rotation") == 0)
12686     {
12687       RotationInfo *info;
12688
12689       info = g_slice_new0 (RotationInfo);
12690       retval = parse_rotation (actor, node, info);
12691
12692       if (retval)
12693         {
12694           g_value_init (value, G_TYPE_POINTER);
12695           g_value_set_pointer (value, info);
12696         }
12697       else
12698         g_slice_free (RotationInfo, info);
12699     }
12700   else if (strcmp (name, "behaviours") == 0)
12701     {
12702       GSList *l;
12703
12704 #ifdef CLUTTER_ENABLE_DEBUG
12705       if (G_UNLIKELY (_clutter_diagnostic_enabled ()))
12706         _clutter_diagnostic_message ("The 'behaviours' key is deprecated "
12707                                      "and it should not be used in newly "
12708                                      "written ClutterScript definitions.");
12709 #endif
12710
12711       l = parse_behaviours (script, actor, node);
12712
12713       g_value_init (value, G_TYPE_POINTER);
12714       g_value_set_pointer (value, l);
12715
12716       retval = TRUE;
12717     }
12718   else if (strcmp (name, "actions") == 0 ||
12719            strcmp (name, "constraints") == 0 ||
12720            strcmp (name, "effects") == 0)
12721     {
12722       GSList *l;
12723
12724       l = parse_actor_metas (script, actor, node);
12725
12726       g_value_init (value, G_TYPE_POINTER);
12727       g_value_set_pointer (value, l);
12728
12729       retval = TRUE;
12730     }
12731
12732   return retval;
12733 }
12734
12735 static void
12736 clutter_actor_set_custom_property (ClutterScriptable *scriptable,
12737                                    ClutterScript     *script,
12738                                    const gchar       *name,
12739                                    const GValue      *value)
12740 {
12741   ClutterActor *actor = CLUTTER_ACTOR (scriptable);
12742
12743 #ifdef CLUTTER_ENABLE_DEBUG
12744   if (G_UNLIKELY (CLUTTER_HAS_DEBUG (SCRIPT)))
12745     {
12746       gchar *tmp = g_strdup_value_contents (value);
12747
12748       CLUTTER_NOTE (SCRIPT,
12749                     "in ClutterActor::set_custom_property('%s') = %s",
12750                     name,
12751                     tmp);
12752
12753       g_free (tmp);
12754     }
12755 #endif /* CLUTTER_ENABLE_DEBUG */
12756
12757   if (strcmp (name, "rotation") == 0)
12758     {
12759       RotationInfo *info;
12760
12761       if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
12762         return;
12763
12764       info = g_value_get_pointer (value);
12765
12766       clutter_actor_set_rotation (actor,
12767                                   info->axis, info->angle,
12768                                   info->center_x,
12769                                   info->center_y,
12770                                   info->center_z);
12771
12772       g_slice_free (RotationInfo, info);
12773
12774       return;
12775     }
12776
12777   if (strcmp (name, "behaviours") == 0)
12778     {
12779       GSList *behaviours, *l;
12780
12781       if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
12782         return;
12783
12784       behaviours = g_value_get_pointer (value);
12785       for (l = behaviours; l != NULL; l = l->next)
12786         {
12787           ClutterBehaviour *behaviour = l->data;
12788
12789           clutter_behaviour_apply (behaviour, actor);
12790         }
12791
12792       g_slist_free (behaviours);
12793
12794       return;
12795     }
12796
12797   if (strcmp (name, "actions") == 0 ||
12798       strcmp (name, "constraints") == 0 ||
12799       strcmp (name, "effects") == 0)
12800     {
12801       GSList *metas, *l;
12802
12803       if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
12804         return;
12805
12806       metas = g_value_get_pointer (value);
12807       for (l = metas; l != NULL; l = l->next)
12808         {
12809           if (name[0] == 'a')
12810             clutter_actor_add_action (actor, l->data);
12811
12812           if (name[0] == 'c')
12813             clutter_actor_add_constraint (actor, l->data);
12814
12815           if (name[0] == 'e')
12816             clutter_actor_add_effect (actor, l->data);
12817         }
12818
12819       g_slist_free (metas);
12820
12821       return;
12822     }
12823
12824   g_object_set_property (G_OBJECT (scriptable), name, value);
12825 }
12826
12827 static void
12828 clutter_scriptable_iface_init (ClutterScriptableIface *iface)
12829 {
12830   iface->parse_custom_node = clutter_actor_parse_custom_node;
12831   iface->set_custom_property = clutter_actor_set_custom_property;
12832 }
12833
12834 static ClutterActorMeta *
12835 get_meta_from_animation_property (ClutterActor  *actor,
12836                                   const gchar   *name,
12837                                   gchar        **name_p)
12838 {
12839   ClutterActorPrivate *priv = actor->priv;
12840   ClutterActorMeta *meta = NULL;
12841   gchar **tokens;
12842
12843   /* if this is not a special property, fall through */
12844   if (name[0] != '@')
12845     return NULL;
12846
12847   /* detect the properties named using the following spec:
12848    *
12849    *   @<section>.<meta-name>.<property-name>
12850    *
12851    * where <section> can be one of the following:
12852    *
12853    *   - actions
12854    *   - constraints
12855    *   - effects
12856    *
12857    * and <meta-name> is the name set on a specific ActorMeta
12858    */
12859
12860   tokens = g_strsplit (name + 1, ".", -1);
12861   if (tokens == NULL || g_strv_length (tokens) != 3)
12862     {
12863       CLUTTER_NOTE (ANIMATION, "Invalid property name '%s'",
12864                     name + 1);
12865       g_strfreev (tokens);
12866       return NULL;
12867     }
12868
12869   if (strcmp (tokens[0], "actions") == 0)
12870     meta = _clutter_meta_group_get_meta (priv->actions, tokens[1]);
12871
12872   if (strcmp (tokens[0], "constraints") == 0)
12873     meta = _clutter_meta_group_get_meta (priv->constraints, tokens[1]);
12874
12875   if (strcmp (tokens[0], "effects") == 0)
12876     meta = _clutter_meta_group_get_meta (priv->effects, tokens[1]);
12877
12878   if (name_p != NULL)
12879     *name_p = g_strdup (tokens[2]);
12880
12881   CLUTTER_NOTE (ANIMATION,
12882                 "Looking for property '%s' of object '%s' in section '%s'",
12883                 tokens[2],
12884                 tokens[1],
12885                 tokens[0]);
12886
12887   g_strfreev (tokens);
12888
12889   return meta;
12890 }
12891
12892 static GParamSpec *
12893 clutter_actor_find_property (ClutterAnimatable *animatable,
12894                              const gchar       *property_name)
12895 {
12896   ClutterActorMeta *meta = NULL;
12897   GObjectClass *klass = NULL;
12898   GParamSpec *pspec = NULL;
12899   gchar *p_name = NULL;
12900
12901   meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
12902                                            property_name,
12903                                            &p_name);
12904
12905   if (meta != NULL)
12906     {
12907       klass = G_OBJECT_GET_CLASS (meta);
12908
12909       pspec = g_object_class_find_property (klass, p_name);
12910     }
12911   else
12912     {
12913       klass = G_OBJECT_GET_CLASS (animatable);
12914
12915       pspec = g_object_class_find_property (klass, property_name);
12916     }
12917
12918   g_free (p_name);
12919
12920   return pspec;
12921 }
12922
12923 static void
12924 clutter_actor_get_initial_state (ClutterAnimatable *animatable,
12925                                  const gchar       *property_name,
12926                                  GValue            *initial)
12927 {
12928   ClutterActorMeta *meta = NULL;
12929   gchar *p_name = NULL;
12930
12931   meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
12932                                            property_name,
12933                                            &p_name);
12934
12935   if (meta != NULL)
12936     g_object_get_property (G_OBJECT (meta), p_name, initial);
12937   else
12938     g_object_get_property (G_OBJECT (animatable), property_name, initial);
12939
12940   g_free (p_name);
12941 }
12942
12943 /*
12944  * clutter_actor_set_animatable_property:
12945  * @actor: a #ClutterActor
12946  * @prop_id: the paramspec id
12947  * @value: the value to set
12948  * @pspec: the paramspec
12949  *
12950  * Sets values of animatable properties.
12951  *
12952  * This is a variant of clutter_actor_set_property() that gets called
12953  * by the #ClutterAnimatable implementation of #ClutterActor for the
12954  * properties with the %CLUTTER_PARAM_ANIMATABLE flag set on their
12955  * #GParamSpec.
12956  *
12957  * Unlike the implementation of #GObjectClass.set_property(), this
12958  * function will not update the interval if a transition involving an
12959  * animatable property is in progress - this avoids cycles with the
12960  * transition API calling the public API.
12961  */
12962 static void
12963 clutter_actor_set_animatable_property (ClutterActor *actor,
12964                                        guint         prop_id,
12965                                        const GValue *value,
12966                                        GParamSpec   *pspec)
12967 {
12968   GObject *obj = G_OBJECT (actor);
12969
12970   g_object_freeze_notify (obj);
12971
12972   switch (prop_id)
12973     {
12974     case PROP_X:
12975       clutter_actor_set_x_internal (actor, g_value_get_float (value));
12976       break;
12977
12978     case PROP_Y:
12979       clutter_actor_set_y_internal (actor, g_value_get_float (value));
12980       break;
12981
12982     case PROP_WIDTH:
12983       clutter_actor_set_width_internal (actor, g_value_get_float (value));
12984       break;
12985
12986     case PROP_HEIGHT:
12987       clutter_actor_set_height_internal (actor, g_value_get_float (value));
12988       break;
12989
12990     case PROP_DEPTH:
12991       clutter_actor_set_depth_internal (actor, g_value_get_float (value));
12992       break;
12993
12994     case PROP_OPACITY:
12995       clutter_actor_set_opacity_internal (actor, g_value_get_uint (value));
12996       break;
12997
12998     case PROP_BACKGROUND_COLOR:
12999       clutter_actor_set_background_color_internal (actor, clutter_value_get_color (value));
13000       break;
13001
13002     case PROP_SCALE_X:
13003       clutter_actor_set_scale_factor_internal (actor,
13004                                                g_value_get_double (value),
13005                                                pspec);
13006       break;
13007
13008     case PROP_SCALE_Y:
13009       clutter_actor_set_scale_factor_internal (actor,
13010                                                g_value_get_double (value),
13011                                                pspec);
13012       break;
13013
13014     case PROP_ROTATION_ANGLE_X:
13015       clutter_actor_set_rotation_angle_internal (actor,
13016                                                  CLUTTER_X_AXIS,
13017                                                  g_value_get_double (value));
13018       break;
13019
13020     case PROP_ROTATION_ANGLE_Y:
13021       clutter_actor_set_rotation_angle_internal (actor,
13022                                                  CLUTTER_Y_AXIS,
13023                                                  g_value_get_double (value));
13024       break;
13025
13026     case PROP_ROTATION_ANGLE_Z:
13027       clutter_actor_set_rotation_angle_internal (actor,
13028                                                  CLUTTER_Z_AXIS,
13029                                                  g_value_get_double (value));
13030       break;
13031
13032     case PROP_CONTENT_BOX:
13033       clutter_actor_store_content_box (actor, g_value_get_boxed (value));
13034       break;
13035
13036     default:
13037       g_object_set_property (obj, pspec->name, value);
13038       break;
13039     }
13040
13041   g_object_thaw_notify (obj);
13042 }
13043
13044 static void
13045 clutter_actor_set_final_state (ClutterAnimatable *animatable,
13046                                const gchar       *property_name,
13047                                const GValue      *final)
13048 {
13049   ClutterActor *actor = CLUTTER_ACTOR (animatable);
13050   ClutterActorMeta *meta = NULL;
13051   gchar *p_name = NULL;
13052
13053   meta = get_meta_from_animation_property (actor,
13054                                            property_name,
13055                                            &p_name);
13056   if (meta != NULL)
13057     g_object_set_property (G_OBJECT (meta), p_name, final);
13058   else
13059     {
13060       GObjectClass *obj_class = G_OBJECT_GET_CLASS (animatable);
13061       GParamSpec *pspec;
13062
13063       pspec = g_object_class_find_property (obj_class, property_name);
13064
13065       if ((pspec->flags & CLUTTER_PARAM_ANIMATABLE) != 0)
13066         {
13067           /* XXX - I'm going to the special hell for this */
13068           clutter_actor_set_animatable_property (actor, pspec->param_id, final, pspec);
13069         }
13070       else
13071         g_object_set_property (G_OBJECT (animatable), pspec->name, final);
13072     }
13073
13074   g_free (p_name);
13075 }
13076
13077 static void
13078 clutter_animatable_iface_init (ClutterAnimatableIface *iface)
13079 {
13080   iface->find_property = clutter_actor_find_property;
13081   iface->get_initial_state = clutter_actor_get_initial_state;
13082   iface->set_final_state = clutter_actor_set_final_state;
13083 }
13084
13085 /**
13086  * clutter_actor_transform_stage_point:
13087  * @self: A #ClutterActor
13088  * @x: (in): x screen coordinate of the point to unproject
13089  * @y: (in): y screen coordinate of the point to unproject
13090  * @x_out: (out): return location for the unprojected x coordinance
13091  * @y_out: (out): return location for the unprojected y coordinance
13092  *
13093  * This function translates screen coordinates (@x, @y) to
13094  * coordinates relative to the actor. For example, it can be used to translate
13095  * screen events from global screen coordinates into actor-local coordinates.
13096  *
13097  * The conversion can fail, notably if the transform stack results in the
13098  * actor being projected on the screen as a mere line.
13099  *
13100  * The conversion should not be expected to be pixel-perfect due to the
13101  * nature of the operation. In general the error grows when the skewing
13102  * of the actor rectangle on screen increases.
13103  *
13104  * <note><para>This function can be computationally intensive.</para></note>
13105  *
13106  * <note><para>This function only works when the allocation is up-to-date,
13107  * i.e. inside of paint().</para></note>
13108  *
13109  * Return value: %TRUE if conversion was successful.
13110  *
13111  * Since: 0.6
13112  */
13113 gboolean
13114 clutter_actor_transform_stage_point (ClutterActor *self,
13115                                      gfloat        x,
13116                                      gfloat        y,
13117                                      gfloat       *x_out,
13118                                      gfloat       *y_out)
13119 {
13120   ClutterVertex v[4];
13121   float ST[3][3];
13122   float RQ[3][3];
13123   int du, dv, xi, yi;
13124   float px, py;
13125   float xf, yf, wf, det;
13126   ClutterActorPrivate *priv;
13127
13128   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13129
13130   priv = self->priv;
13131
13132   /* This implementation is based on the quad -> quad projection algorithm
13133    * described by Paul Heckbert in:
13134    *
13135    *   http://www.cs.cmu.edu/~ph/texfund/texfund.pdf
13136    *
13137    * and the sample implementation at:
13138    *
13139    *   http://www.cs.cmu.edu/~ph/src/texfund/
13140    *
13141    * Our texture is a rectangle with origin [0, 0], so we are mapping from
13142    * quad to rectangle only, which significantly simplifies things; the
13143    * function calls have been unrolled, and most of the math is done in fixed
13144    * point.
13145    */
13146
13147   clutter_actor_get_abs_allocation_vertices (self, v);
13148
13149   /* Keeping these as ints simplifies the multiplication (no significant
13150    * loss of precision here).
13151    */
13152   du = (int) (priv->allocation.x2 - priv->allocation.x1);
13153   dv = (int) (priv->allocation.y2 - priv->allocation.y1);
13154
13155   if (!du || !dv)
13156     return FALSE;
13157
13158 #define UX2FP(x)        (x)
13159 #define DET2FP(a,b,c,d) (((a) * (d)) - ((b) * (c)))
13160
13161   /* First, find mapping from unit uv square to xy quadrilateral; this
13162    * equivalent to the pmap_square_quad() functions in the sample
13163    * implementation, which we can simplify, since our target is always
13164    * a rectangle.
13165    */
13166   px = v[0].x - v[1].x + v[3].x - v[2].x;
13167   py = v[0].y - v[1].y + v[3].y - v[2].y;
13168
13169   if (!px && !py)
13170     {
13171       /* affine transform */
13172       RQ[0][0] = UX2FP (v[1].x - v[0].x);
13173       RQ[1][0] = UX2FP (v[3].x - v[1].x);
13174       RQ[2][0] = UX2FP (v[0].x);
13175       RQ[0][1] = UX2FP (v[1].y - v[0].y);
13176       RQ[1][1] = UX2FP (v[3].y - v[1].y);
13177       RQ[2][1] = UX2FP (v[0].y);
13178       RQ[0][2] = 0;
13179       RQ[1][2] = 0;
13180       RQ[2][2] = 1.0;
13181     }
13182   else
13183     {
13184       /* projective transform */
13185       double dx1, dx2, dy1, dy2, del;
13186
13187       dx1 = UX2FP (v[1].x - v[3].x);
13188       dx2 = UX2FP (v[2].x - v[3].x);
13189       dy1 = UX2FP (v[1].y - v[3].y);
13190       dy2 = UX2FP (v[2].y - v[3].y);
13191
13192       del = DET2FP (dx1, dx2, dy1, dy2);
13193       if (!del)
13194         return FALSE;
13195
13196       /*
13197        * The division here needs to be done in floating point for
13198        * precisions reasons.
13199        */
13200       RQ[0][2] = (DET2FP (UX2FP (px), dx2, UX2FP (py), dy2) / del);
13201       RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
13202       RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
13203       RQ[2][2] = 1.0;
13204       RQ[0][0] = UX2FP (v[1].x - v[0].x) + (RQ[0][2] * UX2FP (v[1].x));
13205       RQ[1][0] = UX2FP (v[2].x - v[0].x) + (RQ[1][2] * UX2FP (v[2].x));
13206       RQ[2][0] = UX2FP (v[0].x);
13207       RQ[0][1] = UX2FP (v[1].y - v[0].y) + (RQ[0][2] * UX2FP (v[1].y));
13208       RQ[1][1] = UX2FP (v[2].y - v[0].y) + (RQ[1][2] * UX2FP (v[2].y));
13209       RQ[2][1] = UX2FP (v[0].y);
13210     }
13211
13212   /*
13213    * Now combine with transform from our rectangle (u0,v0,u1,v1) to unit
13214    * square. Since our rectangle is based at 0,0 we only need to scale.
13215    */
13216   RQ[0][0] /= du;
13217   RQ[1][0] /= dv;
13218   RQ[0][1] /= du;
13219   RQ[1][1] /= dv;
13220   RQ[0][2] /= du;
13221   RQ[1][2] /= dv;
13222
13223   /*
13224    * Now RQ is transform from uv rectangle to xy quadrilateral; we need an
13225    * inverse of that.
13226    */
13227   ST[0][0] = DET2FP (RQ[1][1], RQ[1][2], RQ[2][1], RQ[2][2]);
13228   ST[1][0] = DET2FP (RQ[1][2], RQ[1][0], RQ[2][2], RQ[2][0]);
13229   ST[2][0] = DET2FP (RQ[1][0], RQ[1][1], RQ[2][0], RQ[2][1]);
13230   ST[0][1] = DET2FP (RQ[2][1], RQ[2][2], RQ[0][1], RQ[0][2]);
13231   ST[1][1] = DET2FP (RQ[2][2], RQ[2][0], RQ[0][2], RQ[0][0]);
13232   ST[2][1] = DET2FP (RQ[2][0], RQ[2][1], RQ[0][0], RQ[0][1]);
13233   ST[0][2] = DET2FP (RQ[0][1], RQ[0][2], RQ[1][1], RQ[1][2]);
13234   ST[1][2] = DET2FP (RQ[0][2], RQ[0][0], RQ[1][2], RQ[1][0]);
13235   ST[2][2] = DET2FP (RQ[0][0], RQ[0][1], RQ[1][0], RQ[1][1]);
13236
13237   /*
13238    * Check the resulting matrix is OK.
13239    */
13240   det = (RQ[0][0] * ST[0][0])
13241       + (RQ[0][1] * ST[0][1])
13242       + (RQ[0][2] * ST[0][2]);
13243   if (!det)
13244     return FALSE;
13245
13246   /*
13247    * Now transform our point with the ST matrix; the notional w
13248    * coordinate is 1, hence the last part is simply added.
13249    */
13250   xi = (int) x;
13251   yi = (int) y;
13252
13253   xf = xi * ST[0][0] + yi * ST[1][0] + ST[2][0];
13254   yf = xi * ST[0][1] + yi * ST[1][1] + ST[2][1];
13255   wf = xi * ST[0][2] + yi * ST[1][2] + ST[2][2];
13256
13257   if (x_out)
13258     *x_out = xf / wf;
13259
13260   if (y_out)
13261     *y_out = yf / wf;
13262
13263 #undef UX2FP
13264 #undef DET2FP
13265
13266   return TRUE;
13267 }
13268
13269 /*
13270  * ClutterGeometry
13271  */
13272
13273 static ClutterGeometry*
13274 clutter_geometry_copy (const ClutterGeometry *geometry)
13275 {
13276   return g_slice_dup (ClutterGeometry, geometry);
13277 }
13278
13279 static void
13280 clutter_geometry_free (ClutterGeometry *geometry)
13281 {
13282   if (G_LIKELY (geometry != NULL))
13283     g_slice_free (ClutterGeometry, geometry);
13284 }
13285
13286 /**
13287  * clutter_geometry_union:
13288  * @geometry_a: a #ClutterGeometry
13289  * @geometry_b: another #ClutterGeometry
13290  * @result: (out): location to store the result
13291  *
13292  * Find the union of two rectangles represented as #ClutterGeometry.
13293  *
13294  * Since: 1.4
13295  */
13296 void
13297 clutter_geometry_union (const ClutterGeometry *geometry_a,
13298                         const ClutterGeometry *geometry_b,
13299                         ClutterGeometry       *result)
13300 {
13301   /* We don't try to handle rectangles that can't be represented
13302    * as a signed integer box */
13303   gint x_1 = MIN (geometry_a->x, geometry_b->x);
13304   gint y_1 = MIN (geometry_a->y, geometry_b->y);
13305   gint x_2 = MAX (geometry_a->x + (gint)geometry_a->width,
13306                   geometry_b->x + (gint)geometry_b->width);
13307   gint y_2 = MAX (geometry_a->y + (gint)geometry_a->height,
13308                   geometry_b->y + (gint)geometry_b->height);
13309   result->x = x_1;
13310   result->y = y_1;
13311   result->width = x_2 - x_1;
13312   result->height = y_2 - y_1;
13313 }
13314
13315 /**
13316  * clutter_geometry_intersects:
13317  * @geometry0: The first geometry to test
13318  * @geometry1: The second geometry to test
13319  *
13320  * Determines if @geometry0 and geometry1 intersect returning %TRUE if
13321  * they do else %FALSE.
13322  *
13323  * Return value: %TRUE of @geometry0 and geometry1 intersect else
13324  * %FALSE.
13325  *
13326  * Since: 1.4
13327  */
13328 gboolean
13329 clutter_geometry_intersects (const ClutterGeometry *geometry0,
13330                              const ClutterGeometry *geometry1)
13331 {
13332   if (geometry1->x >= (geometry0->x + (gint)geometry0->width) ||
13333       geometry1->y >= (geometry0->y + (gint)geometry0->height) ||
13334       (geometry1->x + (gint)geometry1->width) <= geometry0->x ||
13335       (geometry1->y + (gint)geometry1->height) <= geometry0->y)
13336     return FALSE;
13337   else
13338     return TRUE;
13339 }
13340
13341 static gboolean
13342 clutter_geometry_progress (const GValue *a,
13343                            const GValue *b,
13344                            gdouble       progress,
13345                            GValue       *retval)
13346 {
13347   const ClutterGeometry *a_geom = g_value_get_boxed (a);
13348   const ClutterGeometry *b_geom = g_value_get_boxed (b);
13349   ClutterGeometry res = { 0, };
13350   gint a_width = a_geom->width;
13351   gint b_width = b_geom->width;
13352   gint a_height = a_geom->height;
13353   gint b_height = b_geom->height;
13354
13355   res.x = a_geom->x + (b_geom->x - a_geom->x) * progress;
13356   res.y = a_geom->y + (b_geom->y - a_geom->y) * progress;
13357
13358   res.width = a_width + (b_width - a_width) * progress;
13359   res.height = a_height + (b_height - a_height) * progress;
13360
13361   g_value_set_boxed (retval, &res);
13362
13363   return TRUE;
13364 }
13365
13366 G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterGeometry, clutter_geometry,
13367                                clutter_geometry_copy,
13368                                clutter_geometry_free,
13369                                CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_geometry_progress));
13370
13371 /*
13372  * ClutterVertices
13373  */
13374
13375 /**
13376  * clutter_vertex_new:
13377  * @x: X coordinate
13378  * @y: Y coordinate
13379  * @z: Z coordinate
13380  *
13381  * Creates a new #ClutterVertex for the point in 3D space
13382  * identified by the 3 coordinates @x, @y, @z
13383  *
13384  * Return value: the newly allocate #ClutterVertex. Use
13385  *   clutter_vertex_free() to free the resources
13386  *
13387  * Since: 1.0
13388  */
13389 ClutterVertex *
13390 clutter_vertex_new (gfloat x,
13391                     gfloat y,
13392                     gfloat z)
13393 {
13394   ClutterVertex *vertex;
13395
13396   vertex = g_slice_new (ClutterVertex);
13397   clutter_vertex_init (vertex, x, y, z);
13398
13399   return vertex;
13400 }
13401
13402 /**
13403  * clutter_vertex_init:
13404  * @vertex: a #ClutterVertex
13405  * @x: X coordinate
13406  * @y: Y coordinate
13407  * @z: Z coordinate
13408  *
13409  * Initializes @vertex with the given coordinates.
13410  *
13411  * Since: 1.10
13412  */
13413 void
13414 clutter_vertex_init (ClutterVertex *vertex,
13415                      gfloat         x,
13416                      gfloat         y,
13417                      gfloat         z)
13418 {
13419   g_return_if_fail (vertex != NULL);
13420
13421   vertex->x = x;
13422   vertex->y = y;
13423   vertex->z = z;
13424 }
13425
13426 /**
13427  * clutter_vertex_copy:
13428  * @vertex: a #ClutterVertex
13429  *
13430  * Copies @vertex
13431  *
13432  * Return value: a newly allocated copy of #ClutterVertex. Use
13433  *   clutter_vertex_free() to free the allocated resources
13434  *
13435  * Since: 1.0
13436  */
13437 ClutterVertex *
13438 clutter_vertex_copy (const ClutterVertex *vertex)
13439 {
13440   if (G_LIKELY (vertex != NULL))
13441     return g_slice_dup (ClutterVertex, vertex);
13442
13443   return NULL;
13444 }
13445
13446 /**
13447  * clutter_vertex_free:
13448  * @vertex: a #ClutterVertex
13449  *
13450  * Frees a #ClutterVertex allocated using clutter_vertex_copy()
13451  *
13452  * Since: 1.0
13453  */
13454 void
13455 clutter_vertex_free (ClutterVertex *vertex)
13456 {
13457   if (G_UNLIKELY (vertex != NULL))
13458     g_slice_free (ClutterVertex, vertex);
13459 }
13460
13461 /**
13462  * clutter_vertex_equal:
13463  * @vertex_a: a #ClutterVertex
13464  * @vertex_b: a #ClutterVertex
13465  *
13466  * Compares @vertex_a and @vertex_b for equality
13467  *
13468  * Return value: %TRUE if the passed #ClutterVertex are equal
13469  *
13470  * Since: 1.0
13471  */
13472 gboolean
13473 clutter_vertex_equal (const ClutterVertex *vertex_a,
13474                       const ClutterVertex *vertex_b)
13475 {
13476   g_return_val_if_fail (vertex_a != NULL && vertex_b != NULL, FALSE);
13477
13478   if (vertex_a == vertex_b)
13479     return TRUE;
13480
13481   return vertex_a->x == vertex_b->x &&
13482          vertex_a->y == vertex_b->y &&
13483          vertex_a->z == vertex_b->z;
13484 }
13485
13486 static gboolean
13487 clutter_vertex_progress (const GValue *a,
13488                          const GValue *b,
13489                          gdouble       progress,
13490                          GValue       *retval)
13491 {
13492   const ClutterVertex *av = g_value_get_boxed (a);
13493   const ClutterVertex *bv = g_value_get_boxed (b);
13494   ClutterVertex res = { 0, };
13495
13496   res.x = av->x + (bv->x - av->x) * progress;
13497   res.y = av->y + (bv->y - av->y) * progress;
13498   res.z = av->z + (bv->z - av->z) * progress;
13499
13500   g_value_set_boxed (retval, &res);
13501
13502   return TRUE;
13503 }
13504
13505 G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterVertex, clutter_vertex,
13506                                clutter_vertex_copy,
13507                                clutter_vertex_free,
13508                                CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_vertex_progress));
13509
13510 /**
13511  * clutter_actor_is_rotated:
13512  * @self: a #ClutterActor
13513  *
13514  * Checks whether any rotation is applied to the actor.
13515  *
13516  * Return value: %TRUE if the actor is rotated.
13517  *
13518  * Since: 0.6
13519  */
13520 gboolean
13521 clutter_actor_is_rotated (ClutterActor *self)
13522 {
13523   const ClutterTransformInfo *info;
13524
13525   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13526
13527   info = _clutter_actor_get_transform_info_or_defaults (self);
13528
13529   if (info->rx_angle || info->ry_angle || info->rz_angle)
13530     return TRUE;
13531
13532   return FALSE;
13533 }
13534
13535 /**
13536  * clutter_actor_is_scaled:
13537  * @self: a #ClutterActor
13538  *
13539  * Checks whether the actor is scaled in either dimension.
13540  *
13541  * Return value: %TRUE if the actor is scaled.
13542  *
13543  * Since: 0.6
13544  */
13545 gboolean
13546 clutter_actor_is_scaled (ClutterActor *self)
13547 {
13548   const ClutterTransformInfo *info;
13549
13550   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13551
13552   info = _clutter_actor_get_transform_info_or_defaults (self);
13553
13554   if (info->scale_x != 1.0 || info->scale_y != 1.0)
13555     return TRUE;
13556
13557   return FALSE;
13558 }
13559
13560 ClutterActor *
13561 _clutter_actor_get_stage_internal (ClutterActor *actor)
13562 {
13563   while (actor && !CLUTTER_ACTOR_IS_TOPLEVEL (actor))
13564     actor = actor->priv->parent;
13565
13566   return actor;
13567 }
13568
13569 /**
13570  * clutter_actor_get_stage:
13571  * @actor: a #ClutterActor
13572  *
13573  * Retrieves the #ClutterStage where @actor is contained.
13574  *
13575  * Return value: (transfer none) (type Clutter.Stage): the stage
13576  *   containing the actor, or %NULL
13577  *
13578  * Since: 0.8
13579  */
13580 ClutterActor *
13581 clutter_actor_get_stage (ClutterActor *actor)
13582 {
13583   g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
13584
13585   return _clutter_actor_get_stage_internal (actor);
13586 }
13587
13588 /**
13589  * clutter_actor_allocate_available_size:
13590  * @self: a #ClutterActor
13591  * @x: the actor's X coordinate
13592  * @y: the actor's Y coordinate
13593  * @available_width: the maximum available width, or -1 to use the
13594  *   actor's natural width
13595  * @available_height: the maximum available height, or -1 to use the
13596  *   actor's natural height
13597  * @flags: flags controlling the allocation
13598  *
13599  * Allocates @self taking into account the #ClutterActor<!-- -->'s
13600  * preferred size, but limiting it to the maximum available width
13601  * and height provided.
13602  *
13603  * This function will do the right thing when dealing with the
13604  * actor's request mode.
13605  *
13606  * The implementation of this function is equivalent to:
13607  *
13608  * |[
13609  *   if (request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
13610  *     {
13611  *       clutter_actor_get_preferred_width (self, available_height,
13612  *                                          &amp;min_width,
13613  *                                          &amp;natural_width);
13614  *       width = CLAMP (natural_width, min_width, available_width);
13615  *
13616  *       clutter_actor_get_preferred_height (self, width,
13617  *                                           &amp;min_height,
13618  *                                           &amp;natural_height);
13619  *       height = CLAMP (natural_height, min_height, available_height);
13620  *     }
13621  *   else
13622  *     {
13623  *       clutter_actor_get_preferred_height (self, available_width,
13624  *                                           &amp;min_height,
13625  *                                           &amp;natural_height);
13626  *       height = CLAMP (natural_height, min_height, available_height);
13627  *
13628  *       clutter_actor_get_preferred_width (self, height,
13629  *                                          &amp;min_width,
13630  *                                          &amp;natural_width);
13631  *       width = CLAMP (natural_width, min_width, available_width);
13632  *     }
13633  *
13634  *   box.x1 = x; box.y1 = y;
13635  *   box.x2 = box.x1 + available_width;
13636  *   box.y2 = box.y1 + available_height;
13637  *   clutter_actor_allocate (self, &amp;box, flags);
13638  * ]|
13639  *
13640  * This function can be used by fluid layout managers to allocate
13641  * an actor's preferred size without making it bigger than the area
13642  * available for the container.
13643  *
13644  * Since: 1.0
13645  */
13646 void
13647 clutter_actor_allocate_available_size (ClutterActor           *self,
13648                                        gfloat                  x,
13649                                        gfloat                  y,
13650                                        gfloat                  available_width,
13651                                        gfloat                  available_height,
13652                                        ClutterAllocationFlags  flags)
13653 {
13654   ClutterActorPrivate *priv;
13655   gfloat width, height;
13656   gfloat min_width, min_height;
13657   gfloat natural_width, natural_height;
13658   ClutterActorBox box;
13659
13660   g_return_if_fail (CLUTTER_IS_ACTOR (self));
13661
13662   priv = self->priv;
13663
13664   width = height = 0.0;
13665
13666   switch (priv->request_mode)
13667     {
13668     case CLUTTER_REQUEST_HEIGHT_FOR_WIDTH:
13669       clutter_actor_get_preferred_width (self, available_height,
13670                                          &min_width,
13671                                          &natural_width);
13672       width  = CLAMP (natural_width, min_width, available_width);
13673
13674       clutter_actor_get_preferred_height (self, width,
13675                                           &min_height,
13676                                           &natural_height);
13677       height = CLAMP (natural_height, min_height, available_height);
13678       break;
13679
13680     case CLUTTER_REQUEST_WIDTH_FOR_HEIGHT:
13681       clutter_actor_get_preferred_height (self, available_width,
13682                                           &min_height,
13683                                           &natural_height);
13684       height = CLAMP (natural_height, min_height, available_height);
13685
13686       clutter_actor_get_preferred_width (self, height,
13687                                          &min_width,
13688                                          &natural_width);
13689       width  = CLAMP (natural_width, min_width, available_width);
13690       break;
13691     }
13692
13693
13694   box.x1 = x;
13695   box.y1 = y;
13696   box.x2 = box.x1 + width;
13697   box.y2 = box.y1 + height;
13698   clutter_actor_allocate (self, &box, flags);
13699 }
13700
13701 /**
13702  * clutter_actor_allocate_preferred_size:
13703  * @self: a #ClutterActor
13704  * @flags: flags controlling the allocation
13705  *
13706  * Allocates the natural size of @self.
13707  *
13708  * This function is a utility call for #ClutterActor implementations
13709  * that allocates the actor's preferred natural size. It can be used
13710  * by fixed layout managers (like #ClutterGroup or so called
13711  * 'composite actors') inside the ClutterActor::allocate
13712  * implementation to give each child exactly how much space it
13713  * requires.
13714  *
13715  * This function is not meant to be used by applications. It is also
13716  * not meant to be used outside the implementation of the
13717  * ClutterActor::allocate virtual function.
13718  *
13719  * Since: 0.8
13720  */
13721 void
13722 clutter_actor_allocate_preferred_size (ClutterActor           *self,
13723                                        ClutterAllocationFlags  flags)
13724 {
13725   gfloat actor_x, actor_y;
13726   gfloat natural_width, natural_height;
13727   ClutterActorBox actor_box;
13728
13729   g_return_if_fail (CLUTTER_IS_ACTOR (self));
13730
13731   actor_x = clutter_actor_get_x (self);
13732   actor_y = clutter_actor_get_y (self);
13733
13734   clutter_actor_get_preferred_size (self,
13735                                     NULL, NULL,
13736                                     &natural_width,
13737                                     &natural_height);
13738
13739   actor_box.x1 = actor_x;
13740   actor_box.y1 = actor_y;
13741   actor_box.x2 = actor_box.x1 + natural_width;
13742   actor_box.y2 = actor_box.y1 + natural_height;
13743
13744   clutter_actor_allocate (self, &actor_box, flags);
13745 }
13746
13747 /**
13748  * clutter_actor_allocate_align_fill:
13749  * @self: a #ClutterActor
13750  * @box: a #ClutterActorBox, containing the available width and height
13751  * @x_align: the horizontal alignment, between 0 and 1
13752  * @y_align: the vertical alignment, between 0 and 1
13753  * @x_fill: whether the actor should fill horizontally
13754  * @y_fill: whether the actor should fill vertically
13755  * @flags: allocation flags to be passed to clutter_actor_allocate()
13756  *
13757  * Allocates @self by taking into consideration the available allocation
13758  * area; an alignment factor on either axis; and whether the actor should
13759  * fill the allocation on either axis.
13760  *
13761  * The @box should contain the available allocation width and height;
13762  * if the x1 and y1 members of #ClutterActorBox are not set to 0, the
13763  * allocation will be offset by their value.
13764  *
13765  * This function takes into consideration the geometry request specified by
13766  * the #ClutterActor:request-mode property, and the text direction.
13767  *
13768  * This function is useful for fluid layout managers, like #ClutterBinLayout
13769  * or #ClutterTableLayout
13770  *
13771  * Since: 1.4
13772  */
13773 void
13774 clutter_actor_allocate_align_fill (ClutterActor           *self,
13775                                    const ClutterActorBox  *box,
13776                                    gdouble                 x_align,
13777                                    gdouble                 y_align,
13778                                    gboolean                x_fill,
13779                                    gboolean                y_fill,
13780                                    ClutterAllocationFlags  flags)
13781 {
13782   ClutterActorPrivate *priv;
13783   ClutterActorBox allocation = { 0, };
13784   gfloat x_offset, y_offset;
13785   gfloat available_width, available_height;
13786   gfloat child_width, child_height;
13787
13788   g_return_if_fail (CLUTTER_IS_ACTOR (self));
13789   g_return_if_fail (box != NULL);
13790   g_return_if_fail (x_align >= 0.0 && x_align <= 1.0);
13791   g_return_if_fail (y_align >= 0.0 && y_align <= 1.0);
13792
13793   priv = self->priv;
13794
13795   clutter_actor_box_get_origin (box, &x_offset, &y_offset);
13796   clutter_actor_box_get_size (box, &available_width, &available_height);
13797
13798   if (available_width < 0)
13799     available_width = 0;
13800
13801   if (available_height < 0)
13802     available_height = 0;
13803
13804   if (x_fill)
13805     {
13806       allocation.x1 = x_offset;
13807       allocation.x2 = allocation.x1 + available_width;
13808     }
13809
13810   if (y_fill)
13811     {
13812       allocation.y1 = y_offset;
13813       allocation.y2 = allocation.y1 + available_height;
13814     }
13815
13816   /* if we are filling horizontally and vertically then we're done */
13817   if (x_fill && y_fill)
13818     goto out;
13819
13820   child_width = child_height = 0.0f;
13821
13822   if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
13823     {
13824       gfloat min_width, natural_width;
13825       gfloat min_height, natural_height;
13826
13827       clutter_actor_get_preferred_width (self, available_height,
13828                                          &min_width,
13829                                          &natural_width);
13830
13831       child_width = CLAMP (natural_width, min_width, available_width);
13832
13833       if (!y_fill)
13834         {
13835           clutter_actor_get_preferred_height (self, child_width,
13836                                               &min_height,
13837                                               &natural_height);
13838
13839           child_height = CLAMP (natural_height, min_height, available_height);
13840         }
13841     }
13842   else
13843     {
13844       gfloat min_width, natural_width;
13845       gfloat min_height, natural_height;
13846
13847       clutter_actor_get_preferred_height (self, available_width,
13848                                           &min_height,
13849                                           &natural_height);
13850
13851       child_height = CLAMP (natural_height, min_height, available_height);
13852
13853       if (!x_fill)
13854         {
13855           clutter_actor_get_preferred_width (self, child_height,
13856                                              &min_width,
13857                                              &natural_width);
13858
13859           child_width = CLAMP (natural_width, min_width, available_width);
13860         }
13861     }
13862
13863   /* invert the horizontal alignment for RTL languages */
13864   if (priv->text_direction == CLUTTER_TEXT_DIRECTION_RTL)
13865     x_align = 1.0 - x_align;
13866
13867   if (!x_fill)
13868     {
13869       allocation.x1 = x_offset
13870                     + ((available_width - child_width) * x_align);
13871       allocation.x2 = allocation.x1 + child_width;
13872     }
13873
13874   if (!y_fill)
13875     {
13876       allocation.y1 = y_offset
13877                     + ((available_height - child_height) * y_align);
13878       allocation.y2 = allocation.y1 + child_height;
13879     }
13880
13881 out:
13882   clutter_actor_box_clamp_to_pixel (&allocation);
13883   clutter_actor_allocate (self, &allocation, flags);
13884 }
13885
13886 /**
13887  * clutter_actor_grab_key_focus:
13888  * @self: a #ClutterActor
13889  *
13890  * Sets the key focus of the #ClutterStage including @self
13891  * to this #ClutterActor.
13892  *
13893  * Since: 1.0
13894  */
13895 void
13896 clutter_actor_grab_key_focus (ClutterActor *self)
13897 {
13898   ClutterActor *stage;
13899
13900   g_return_if_fail (CLUTTER_IS_ACTOR (self));
13901
13902   stage = _clutter_actor_get_stage_internal (self);
13903   if (stage != NULL)
13904     clutter_stage_set_key_focus (CLUTTER_STAGE (stage), self);
13905 }
13906
13907 /**
13908  * clutter_actor_get_pango_context:
13909  * @self: a #ClutterActor
13910  *
13911  * Retrieves the #PangoContext for @self. The actor's #PangoContext
13912  * is already configured using the appropriate font map, resolution
13913  * and font options.
13914  *
13915  * Unlike clutter_actor_create_pango_context(), this context is owend
13916  * by the #ClutterActor and it will be updated each time the options
13917  * stored by the #ClutterBackend change.
13918  *
13919  * You can use the returned #PangoContext to create a #PangoLayout
13920  * and render text using cogl_pango_render_layout() to reuse the
13921  * glyphs cache also used by Clutter.
13922  *
13923  * Return value: (transfer none): the #PangoContext for a #ClutterActor.
13924  *   The returned #PangoContext is owned by the actor and should not be
13925  *   unreferenced by the application code
13926  *
13927  * Since: 1.0
13928  */
13929 PangoContext *
13930 clutter_actor_get_pango_context (ClutterActor *self)
13931 {
13932   ClutterActorPrivate *priv;
13933
13934   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13935
13936   priv = self->priv;
13937
13938   if (priv->pango_context != NULL)
13939     return priv->pango_context;
13940
13941   priv->pango_context = _clutter_context_get_pango_context ();
13942   g_object_ref (priv->pango_context);
13943
13944   return priv->pango_context;
13945 }
13946
13947 /**
13948  * clutter_actor_create_pango_context:
13949  * @self: a #ClutterActor
13950  *
13951  * Creates a #PangoContext for the given actor. The #PangoContext
13952  * is already configured using the appropriate font map, resolution
13953  * and font options.
13954  *
13955  * See also clutter_actor_get_pango_context().
13956  *
13957  * Return value: (transfer full): the newly created #PangoContext.
13958  *   Use g_object_unref() on the returned value to deallocate its
13959  *   resources
13960  *
13961  * Since: 1.0
13962  */
13963 PangoContext *
13964 clutter_actor_create_pango_context (ClutterActor *self)
13965 {
13966   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13967
13968   return _clutter_context_create_pango_context ();
13969 }
13970
13971 /**
13972  * clutter_actor_create_pango_layout:
13973  * @self: a #ClutterActor
13974  * @text: (allow-none) the text to set on the #PangoLayout, or %NULL
13975  *
13976  * Creates a new #PangoLayout from the same #PangoContext used
13977  * by the #ClutterActor. The #PangoLayout is already configured
13978  * with the font map, resolution and font options, and the
13979  * given @text.
13980  *
13981  * If you want to keep around a #PangoLayout created by this
13982  * function you will have to connect to the #ClutterBackend::font-changed
13983  * and #ClutterBackend::resolution-changed signals, and call
13984  * pango_layout_context_changed() in response to them.
13985  *
13986  * Return value: (transfer full): the newly created #PangoLayout.
13987  *   Use g_object_unref() when done
13988  *
13989  * Since: 1.0
13990  */
13991 PangoLayout *
13992 clutter_actor_create_pango_layout (ClutterActor *self,
13993                                    const gchar  *text)
13994 {
13995   PangoContext *context;
13996   PangoLayout *layout;
13997
13998   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13999
14000   context = clutter_actor_get_pango_context (self);
14001   layout = pango_layout_new (context);
14002
14003   if (text)
14004     pango_layout_set_text (layout, text, -1);
14005
14006   return layout;
14007 }
14008
14009 /* Allows overriding the calculated paint opacity. Used by ClutterClone and
14010  * ClutterOffscreenEffect.
14011  */
14012 void
14013 _clutter_actor_set_opacity_override (ClutterActor *self,
14014                                      gint          opacity)
14015 {
14016   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14017
14018   self->priv->opacity_override = opacity;
14019 }
14020
14021 gint
14022 _clutter_actor_get_opacity_override (ClutterActor *self)
14023 {
14024   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
14025
14026   return self->priv->opacity_override;
14027 }
14028
14029 /* Allows you to disable applying the actors model view transform during
14030  * a paint. Used by ClutterClone. */
14031 void
14032 _clutter_actor_set_enable_model_view_transform (ClutterActor *self,
14033                                                 gboolean      enable)
14034 {
14035   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14036
14037   self->priv->enable_model_view_transform = enable;
14038 }
14039
14040 void
14041 _clutter_actor_set_enable_paint_unmapped (ClutterActor *self,
14042                                           gboolean      enable)
14043 {
14044   ClutterActorPrivate *priv;
14045
14046   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14047
14048   priv = self->priv;
14049
14050   priv->enable_paint_unmapped = enable;
14051
14052   if (priv->enable_paint_unmapped)
14053     {
14054       /* Make sure that the parents of the widget are realized first;
14055        * otherwise checks in clutter_actor_update_map_state() will
14056        * fail.
14057        */
14058       clutter_actor_realize (self);
14059
14060       clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED);
14061     }
14062   else
14063     {
14064       clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED);
14065     }
14066 }
14067
14068 static void
14069 clutter_anchor_coord_get_units (ClutterActor      *self,
14070                                 const AnchorCoord *coord,
14071                                 gfloat            *x,
14072                                 gfloat            *y,
14073                                 gfloat            *z)
14074 {
14075   if (coord->is_fractional)
14076     {
14077       gfloat actor_width, actor_height;
14078
14079       clutter_actor_get_size (self, &actor_width, &actor_height);
14080
14081       if (x)
14082         *x = actor_width * coord->v.fraction.x;
14083
14084       if (y)
14085         *y = actor_height * coord->v.fraction.y;
14086
14087       if (z)
14088         *z = 0;
14089     }
14090   else
14091     {
14092       if (x)
14093         *x = coord->v.units.x;
14094
14095       if (y)
14096         *y = coord->v.units.y;
14097
14098       if (z)
14099         *z = coord->v.units.z;
14100     }
14101 }
14102
14103 static void
14104 clutter_anchor_coord_set_units (AnchorCoord *coord,
14105                                 gfloat       x,
14106                                 gfloat       y,
14107                                 gfloat       z)
14108 {
14109   coord->is_fractional = FALSE;
14110   coord->v.units.x = x;
14111   coord->v.units.y = y;
14112   coord->v.units.z = z;
14113 }
14114
14115 static ClutterGravity
14116 clutter_anchor_coord_get_gravity (const AnchorCoord *coord)
14117 {
14118   if (coord->is_fractional)
14119     {
14120       if (coord->v.fraction.x == 0.0)
14121         {
14122           if (coord->v.fraction.y == 0.0)
14123             return CLUTTER_GRAVITY_NORTH_WEST;
14124           else if (coord->v.fraction.y == 0.5)
14125             return CLUTTER_GRAVITY_WEST;
14126           else if (coord->v.fraction.y == 1.0)
14127             return CLUTTER_GRAVITY_SOUTH_WEST;
14128           else
14129             return CLUTTER_GRAVITY_NONE;
14130         }
14131       else if (coord->v.fraction.x == 0.5)
14132         {
14133           if (coord->v.fraction.y == 0.0)
14134             return CLUTTER_GRAVITY_NORTH;
14135           else if (coord->v.fraction.y == 0.5)
14136             return CLUTTER_GRAVITY_CENTER;
14137           else if (coord->v.fraction.y == 1.0)
14138             return CLUTTER_GRAVITY_SOUTH;
14139           else
14140             return CLUTTER_GRAVITY_NONE;
14141         }
14142       else if (coord->v.fraction.x == 1.0)
14143         {
14144           if (coord->v.fraction.y == 0.0)
14145             return CLUTTER_GRAVITY_NORTH_EAST;
14146           else if (coord->v.fraction.y == 0.5)
14147             return CLUTTER_GRAVITY_EAST;
14148           else if (coord->v.fraction.y == 1.0)
14149             return CLUTTER_GRAVITY_SOUTH_EAST;
14150           else
14151             return CLUTTER_GRAVITY_NONE;
14152         }
14153       else
14154         return CLUTTER_GRAVITY_NONE;
14155     }
14156   else
14157     return CLUTTER_GRAVITY_NONE;
14158 }
14159
14160 static void
14161 clutter_anchor_coord_set_gravity (AnchorCoord    *coord,
14162                                   ClutterGravity  gravity)
14163 {
14164   switch (gravity)
14165     {
14166     case CLUTTER_GRAVITY_NORTH:
14167       coord->v.fraction.x = 0.5;
14168       coord->v.fraction.y = 0.0;
14169       break;
14170
14171     case CLUTTER_GRAVITY_NORTH_EAST:
14172       coord->v.fraction.x = 1.0;
14173       coord->v.fraction.y = 0.0;
14174       break;
14175
14176     case CLUTTER_GRAVITY_EAST:
14177       coord->v.fraction.x = 1.0;
14178       coord->v.fraction.y = 0.5;
14179       break;
14180
14181     case CLUTTER_GRAVITY_SOUTH_EAST:
14182       coord->v.fraction.x = 1.0;
14183       coord->v.fraction.y = 1.0;
14184       break;
14185
14186     case CLUTTER_GRAVITY_SOUTH:
14187       coord->v.fraction.x = 0.5;
14188       coord->v.fraction.y = 1.0;
14189       break;
14190
14191     case CLUTTER_GRAVITY_SOUTH_WEST:
14192       coord->v.fraction.x = 0.0;
14193       coord->v.fraction.y = 1.0;
14194       break;
14195
14196     case CLUTTER_GRAVITY_WEST:
14197       coord->v.fraction.x = 0.0;
14198       coord->v.fraction.y = 0.5;
14199       break;
14200
14201     case CLUTTER_GRAVITY_NORTH_WEST:
14202       coord->v.fraction.x = 0.0;
14203       coord->v.fraction.y = 0.0;
14204       break;
14205
14206     case CLUTTER_GRAVITY_CENTER:
14207       coord->v.fraction.x = 0.5;
14208       coord->v.fraction.y = 0.5;
14209       break;
14210
14211     default:
14212       coord->v.fraction.x = 0.0;
14213       coord->v.fraction.y = 0.0;
14214       break;
14215     }
14216
14217   coord->is_fractional = TRUE;
14218 }
14219
14220 static gboolean
14221 clutter_anchor_coord_is_zero (const AnchorCoord *coord)
14222 {
14223   if (coord->is_fractional)
14224     return coord->v.fraction.x == 0.0 && coord->v.fraction.y == 0.0;
14225   else
14226     return (coord->v.units.x == 0.0
14227             && coord->v.units.y == 0.0
14228             && coord->v.units.z == 0.0);
14229 }
14230
14231 /**
14232  * clutter_actor_get_flags:
14233  * @self: a #ClutterActor
14234  *
14235  * Retrieves the flags set on @self
14236  *
14237  * Return value: a bitwise or of #ClutterActorFlags or 0
14238  *
14239  * Since: 1.0
14240  */
14241 ClutterActorFlags
14242 clutter_actor_get_flags (ClutterActor *self)
14243 {
14244   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
14245
14246   return self->flags;
14247 }
14248
14249 /**
14250  * clutter_actor_set_flags:
14251  * @self: a #ClutterActor
14252  * @flags: the flags to set
14253  *
14254  * Sets @flags on @self
14255  *
14256  * This function will emit notifications for the changed properties
14257  *
14258  * Since: 1.0
14259  */
14260 void
14261 clutter_actor_set_flags (ClutterActor      *self,
14262                          ClutterActorFlags  flags)
14263 {
14264   ClutterActorFlags old_flags;
14265   GObject *obj;
14266   gboolean was_reactive_set, reactive_set;
14267   gboolean was_realized_set, realized_set;
14268   gboolean was_mapped_set, mapped_set;
14269   gboolean was_visible_set, visible_set;
14270
14271   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14272
14273   if (self->flags == flags)
14274     return;
14275
14276   obj = G_OBJECT (self);
14277   g_object_ref (obj);
14278   g_object_freeze_notify (obj);
14279
14280   old_flags = self->flags;
14281
14282   was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
14283   was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
14284   was_mapped_set   = ((old_flags & CLUTTER_ACTOR_MAPPED)   != 0);
14285   was_visible_set  = ((old_flags & CLUTTER_ACTOR_VISIBLE)  != 0);
14286
14287   self->flags |= flags;
14288
14289   reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
14290   realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
14291   mapped_set   = ((self->flags & CLUTTER_ACTOR_MAPPED)   != 0);
14292   visible_set  = ((self->flags & CLUTTER_ACTOR_VISIBLE)  != 0);
14293
14294   if (reactive_set != was_reactive_set)
14295     g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]);
14296
14297   if (realized_set != was_realized_set)
14298     g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]);
14299
14300   if (mapped_set != was_mapped_set)
14301     g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]);
14302
14303   if (visible_set != was_visible_set)
14304     g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]);
14305
14306   g_object_thaw_notify (obj);
14307   g_object_unref (obj);
14308 }
14309
14310 /**
14311  * clutter_actor_unset_flags:
14312  * @self: a #ClutterActor
14313  * @flags: the flags to unset
14314  *
14315  * Unsets @flags on @self
14316  *
14317  * This function will emit notifications for the changed properties
14318  *
14319  * Since: 1.0
14320  */
14321 void
14322 clutter_actor_unset_flags (ClutterActor      *self,
14323                            ClutterActorFlags  flags)
14324 {
14325   ClutterActorFlags old_flags;
14326   GObject *obj;
14327   gboolean was_reactive_set, reactive_set;
14328   gboolean was_realized_set, realized_set;
14329   gboolean was_mapped_set, mapped_set;
14330   gboolean was_visible_set, visible_set;
14331
14332   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14333
14334   obj = G_OBJECT (self);
14335   g_object_freeze_notify (obj);
14336
14337   old_flags = self->flags;
14338
14339   was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
14340   was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
14341   was_mapped_set   = ((old_flags & CLUTTER_ACTOR_MAPPED)   != 0);
14342   was_visible_set  = ((old_flags & CLUTTER_ACTOR_VISIBLE)  != 0);
14343
14344   self->flags &= ~flags;
14345
14346   if (self->flags == old_flags)
14347     return;
14348
14349   reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
14350   realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
14351   mapped_set   = ((self->flags & CLUTTER_ACTOR_MAPPED)   != 0);
14352   visible_set  = ((self->flags & CLUTTER_ACTOR_VISIBLE)  != 0);
14353
14354   if (reactive_set != was_reactive_set)
14355     g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]);
14356
14357   if (realized_set != was_realized_set)
14358     g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]);
14359
14360   if (mapped_set != was_mapped_set)
14361     g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]);
14362
14363   if (visible_set != was_visible_set)
14364     g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]);
14365
14366   g_object_thaw_notify (obj);
14367 }
14368
14369 /**
14370  * clutter_actor_get_transformation_matrix:
14371  * @self: a #ClutterActor
14372  * @matrix: (out caller-allocates): the return location for a #CoglMatrix
14373  *
14374  * Retrieves the transformations applied to @self relative to its
14375  * parent.
14376  *
14377  * Since: 1.0
14378  */
14379 void
14380 clutter_actor_get_transformation_matrix (ClutterActor *self,
14381                                          CoglMatrix   *matrix)
14382 {
14383   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14384
14385   cogl_matrix_init_identity (matrix);
14386
14387   _clutter_actor_apply_modelview_transform (self, matrix);
14388 }
14389
14390 void
14391 _clutter_actor_set_in_clone_paint (ClutterActor *self,
14392                                    gboolean      is_in_clone_paint)
14393 {
14394   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14395   self->priv->in_clone_paint = is_in_clone_paint;
14396 }
14397
14398 /**
14399  * clutter_actor_is_in_clone_paint:
14400  * @self: a #ClutterActor
14401  *
14402  * Checks whether @self is being currently painted by a #ClutterClone
14403  *
14404  * This function is useful only inside the ::paint virtual function
14405  * implementations or within handlers for the #ClutterActor::paint
14406  * signal
14407  *
14408  * This function should not be used by applications
14409  *
14410  * Return value: %TRUE if the #ClutterActor is currently being painted
14411  *   by a #ClutterClone, and %FALSE otherwise
14412  *
14413  * Since: 1.0
14414  */
14415 gboolean
14416 clutter_actor_is_in_clone_paint (ClutterActor *self)
14417 {
14418   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14419
14420   return self->priv->in_clone_paint;
14421 }
14422
14423 static gboolean
14424 set_direction_recursive (ClutterActor *actor,
14425                          gpointer      user_data)
14426 {
14427   ClutterTextDirection text_dir = GPOINTER_TO_INT (user_data);
14428
14429   clutter_actor_set_text_direction (actor, text_dir);
14430
14431   return TRUE;
14432 }
14433
14434 /**
14435  * clutter_actor_set_text_direction:
14436  * @self: a #ClutterActor
14437  * @text_dir: the text direction for @self
14438  *
14439  * Sets the #ClutterTextDirection for an actor
14440  *
14441  * The passed text direction must not be %CLUTTER_TEXT_DIRECTION_DEFAULT
14442  *
14443  * If @self implements #ClutterContainer then this function will recurse
14444  * inside all the children of @self (including the internal ones).
14445  *
14446  * Composite actors not implementing #ClutterContainer, or actors requiring
14447  * special handling when the text direction changes, should connect to
14448  * the #GObject::notify signal for the #ClutterActor:text-direction property
14449  *
14450  * Since: 1.2
14451  */
14452 void
14453 clutter_actor_set_text_direction (ClutterActor         *self,
14454                                   ClutterTextDirection  text_dir)
14455 {
14456   ClutterActorPrivate *priv;
14457
14458   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14459   g_return_if_fail (text_dir != CLUTTER_TEXT_DIRECTION_DEFAULT);
14460
14461   priv = self->priv;
14462
14463   if (priv->text_direction != text_dir)
14464     {
14465       priv->text_direction = text_dir;
14466
14467       /* we need to emit the notify::text-direction first, so that
14468        * the sub-classes can catch that and do specific handling of
14469        * the text direction; see clutter_text_direction_changed_cb()
14470        * inside clutter-text.c
14471        */
14472       g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_TEXT_DIRECTION]);
14473
14474       _clutter_actor_foreach_child (self, set_direction_recursive,
14475                                     GINT_TO_POINTER (text_dir));
14476
14477       clutter_actor_queue_relayout (self);
14478     }
14479 }
14480
14481 void
14482 _clutter_actor_set_has_pointer (ClutterActor *self,
14483                                 gboolean      has_pointer)
14484 {
14485   ClutterActorPrivate *priv = self->priv;
14486
14487   if (priv->has_pointer != has_pointer)
14488     {
14489       priv->has_pointer = has_pointer;
14490
14491       g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_POINTER]);
14492     }
14493 }
14494
14495 /**
14496  * clutter_actor_get_text_direction:
14497  * @self: a #ClutterActor
14498  *
14499  * Retrieves the value set using clutter_actor_set_text_direction()
14500  *
14501  * If no text direction has been previously set, the default text
14502  * direction, as returned by clutter_get_default_text_direction(), will
14503  * be returned instead
14504  *
14505  * Return value: the #ClutterTextDirection for the actor
14506  *
14507  * Since: 1.2
14508  */
14509 ClutterTextDirection
14510 clutter_actor_get_text_direction (ClutterActor *self)
14511 {
14512   ClutterActorPrivate *priv;
14513
14514   g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
14515                         CLUTTER_TEXT_DIRECTION_LTR);
14516
14517   priv = self->priv;
14518
14519   /* if no direction has been set yet use the default */
14520   if (priv->text_direction == CLUTTER_TEXT_DIRECTION_DEFAULT)
14521     priv->text_direction = clutter_get_default_text_direction ();
14522
14523   return priv->text_direction;
14524 }
14525
14526 /**
14527  * clutter_actor_push_internal:
14528  * @self: a #ClutterActor
14529  *
14530  * Should be used by actors implementing the #ClutterContainer and with
14531  * internal children added through clutter_actor_set_parent(), for instance:
14532  *
14533  * |[
14534  *   static void
14535  *   my_actor_init (MyActor *self)
14536  *   {
14537  *     self->priv = SELF_ACTOR_GET_PRIVATE (self);
14538  *
14539  *     clutter_actor_push_internal (CLUTTER_ACTOR (self));
14540  *
14541  *     /&ast; calling clutter_actor_set_parent() now will result in
14542  *      &ast; the internal flag being set on a child of MyActor
14543  *      &ast;/
14544  *
14545  *     /&ast; internal child - a background texture &ast;/
14546  *     self->priv->background_tex = clutter_texture_new ();
14547  *     clutter_actor_set_parent (self->priv->background_tex,
14548  *                               CLUTTER_ACTOR (self));
14549  *
14550  *     /&ast; internal child - a label &ast;/
14551  *     self->priv->label = clutter_text_new ();
14552  *     clutter_actor_set_parent (self->priv->label,
14553  *                               CLUTTER_ACTOR (self));
14554  *
14555  *     clutter_actor_pop_internal (CLUTTER_ACTOR (self));
14556  *
14557  *     /&ast; calling clutter_actor_set_parent() now will not result in
14558  *      &ast; the internal flag being set on a child of MyActor
14559  *      &ast;/
14560  *   }
14561  * ]|
14562  *
14563  * This function will be used by Clutter to toggle an "internal child"
14564  * flag whenever clutter_actor_set_parent() is called; internal children
14565  * are handled differently by Clutter, specifically when destroying their
14566  * parent.
14567  *
14568  * Call clutter_actor_pop_internal() when you finished adding internal
14569  * children.
14570  *
14571  * Nested calls to clutter_actor_push_internal() are allowed, but each
14572  * one must by followed by a clutter_actor_pop_internal() call.
14573  *
14574  * Since: 1.2
14575  *
14576  * Deprecated: 1.10: All children of an actor are accessible through
14577  *   the #ClutterActor API, and #ClutterActor implements the
14578  *   #ClutterContainer interface, so this function is only useful
14579  *   for legacy containers overriding the default implementation.
14580  */
14581 void
14582 clutter_actor_push_internal (ClutterActor *self)
14583 {
14584   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14585
14586   self->priv->internal_child += 1;
14587 }
14588
14589 /**
14590  * clutter_actor_pop_internal:
14591  * @self: a #ClutterActor
14592  *
14593  * Disables the effects of clutter_actor_push_internal().
14594  *
14595  * Since: 1.2
14596  *
14597  * Deprecated: 1.10: All children of an actor are accessible through
14598  *   the #ClutterActor API. This function is only useful for legacy
14599  *   containers overriding the default implementation of the
14600  *   #ClutterContainer interface.
14601  */
14602 void
14603 clutter_actor_pop_internal (ClutterActor *self)
14604 {
14605   ClutterActorPrivate *priv;
14606
14607   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14608
14609   priv = self->priv;
14610
14611   if (priv->internal_child == 0)
14612     {
14613       g_warning ("Mismatched %s: you need to call "
14614                  "clutter_actor_push_composite() at least once before "
14615                  "calling this function", G_STRFUNC);
14616       return;
14617     }
14618
14619   priv->internal_child -= 1;
14620 }
14621
14622 /**
14623  * clutter_actor_has_pointer:
14624  * @self: a #ClutterActor
14625  *
14626  * Checks whether an actor contains the pointer of a
14627  * #ClutterInputDevice
14628  *
14629  * Return value: %TRUE if the actor contains the pointer, and
14630  *   %FALSE otherwise
14631  *
14632  * Since: 1.2
14633  */
14634 gboolean
14635 clutter_actor_has_pointer (ClutterActor *self)
14636 {
14637   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14638
14639   return self->priv->has_pointer;
14640 }
14641
14642 /* XXX: This is a workaround for not being able to break the ABI of
14643  * the QUEUE_REDRAW signal. It is an out-of-band argument.  See
14644  * clutter_actor_queue_clipped_redraw() for details.
14645  */
14646 ClutterPaintVolume *
14647 _clutter_actor_get_queue_redraw_clip (ClutterActor *self)
14648 {
14649   return g_object_get_data (G_OBJECT (self),
14650                             "-clutter-actor-queue-redraw-clip");
14651 }
14652
14653 void
14654 _clutter_actor_set_queue_redraw_clip (ClutterActor       *self,
14655                                       ClutterPaintVolume *clip)
14656 {
14657   g_object_set_data (G_OBJECT (self),
14658                      "-clutter-actor-queue-redraw-clip",
14659                      clip);
14660 }
14661
14662 /**
14663  * clutter_actor_has_allocation:
14664  * @self: a #ClutterActor
14665  *
14666  * Checks if the actor has an up-to-date allocation assigned to
14667  * it. This means that the actor should have an allocation: it's
14668  * visible and has a parent. It also means that there is no
14669  * outstanding relayout request in progress for the actor or its
14670  * children (There might be other outstanding layout requests in
14671  * progress that will cause the actor to get a new allocation
14672  * when the stage is laid out, however).
14673  *
14674  * If this function returns %FALSE, then the actor will normally
14675  * be allocated before it is next drawn on the screen.
14676  *
14677  * Return value: %TRUE if the actor has an up-to-date allocation
14678  *
14679  * Since: 1.4
14680  */
14681 gboolean
14682 clutter_actor_has_allocation (ClutterActor *self)
14683 {
14684   ClutterActorPrivate *priv;
14685
14686   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14687
14688   priv = self->priv;
14689
14690   return priv->parent != NULL &&
14691          CLUTTER_ACTOR_IS_VISIBLE (self) &&
14692          !priv->needs_allocation;
14693 }
14694
14695 /**
14696  * clutter_actor_add_action:
14697  * @self: a #ClutterActor
14698  * @action: a #ClutterAction
14699  *
14700  * Adds @action to the list of actions applied to @self
14701  *
14702  * A #ClutterAction can only belong to one actor at a time
14703  *
14704  * The #ClutterActor will hold a reference on @action until either
14705  * clutter_actor_remove_action() or clutter_actor_clear_actions()
14706  * is called
14707  *
14708  * Since: 1.4
14709  */
14710 void
14711 clutter_actor_add_action (ClutterActor  *self,
14712                           ClutterAction *action)
14713 {
14714   ClutterActorPrivate *priv;
14715
14716   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14717   g_return_if_fail (CLUTTER_IS_ACTION (action));
14718
14719   priv = self->priv;
14720
14721   if (priv->actions == NULL)
14722     {
14723       priv->actions = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
14724       priv->actions->actor = self;
14725     }
14726
14727   _clutter_meta_group_add_meta (priv->actions, CLUTTER_ACTOR_META (action));
14728
14729   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
14730 }
14731
14732 /**
14733  * clutter_actor_add_action_with_name:
14734  * @self: a #ClutterActor
14735  * @name: the name to set on the action
14736  * @action: a #ClutterAction
14737  *
14738  * A convenience function for setting the name of a #ClutterAction
14739  * while adding it to the list of actions applied to @self
14740  *
14741  * This function is the logical equivalent of:
14742  *
14743  * |[
14744  *   clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name);
14745  *   clutter_actor_add_action (self, action);
14746  * ]|
14747  *
14748  * Since: 1.4
14749  */
14750 void
14751 clutter_actor_add_action_with_name (ClutterActor  *self,
14752                                     const gchar   *name,
14753                                     ClutterAction *action)
14754 {
14755   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14756   g_return_if_fail (name != NULL);
14757   g_return_if_fail (CLUTTER_IS_ACTION (action));
14758
14759   clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name);
14760   clutter_actor_add_action (self, action);
14761 }
14762
14763 /**
14764  * clutter_actor_remove_action:
14765  * @self: a #ClutterActor
14766  * @action: a #ClutterAction
14767  *
14768  * Removes @action from the list of actions applied to @self
14769  *
14770  * The reference held by @self on the #ClutterAction will be released
14771  *
14772  * Since: 1.4
14773  */
14774 void
14775 clutter_actor_remove_action (ClutterActor  *self,
14776                              ClutterAction *action)
14777 {
14778   ClutterActorPrivate *priv;
14779
14780   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14781   g_return_if_fail (CLUTTER_IS_ACTION (action));
14782
14783   priv = self->priv;
14784
14785   if (priv->actions == NULL)
14786     return;
14787
14788   _clutter_meta_group_remove_meta (priv->actions, CLUTTER_ACTOR_META (action));
14789
14790   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
14791 }
14792
14793 /**
14794  * clutter_actor_remove_action_by_name:
14795  * @self: a #ClutterActor
14796  * @name: the name of the action to remove
14797  *
14798  * Removes the #ClutterAction with the given name from the list
14799  * of actions applied to @self
14800  *
14801  * Since: 1.4
14802  */
14803 void
14804 clutter_actor_remove_action_by_name (ClutterActor *self,
14805                                      const gchar  *name)
14806 {
14807   ClutterActorPrivate *priv;
14808   ClutterActorMeta *meta;
14809
14810   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14811   g_return_if_fail (name != NULL);
14812
14813   priv = self->priv;
14814
14815   if (priv->actions == NULL)
14816     return;
14817
14818   meta = _clutter_meta_group_get_meta (priv->actions, name);
14819   if (meta == NULL)
14820     return;
14821
14822   _clutter_meta_group_remove_meta (priv->actions, meta);
14823
14824   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
14825 }
14826
14827 /**
14828  * clutter_actor_get_actions:
14829  * @self: a #ClutterActor
14830  *
14831  * Retrieves the list of actions applied to @self
14832  *
14833  * Return value: (transfer container) (element-type Clutter.Action): a copy
14834  *   of the list of #ClutterAction<!-- -->s. The contents of the list are
14835  *   owned by the #ClutterActor. Use g_list_free() to free the resources
14836  *   allocated by the returned #GList
14837  *
14838  * Since: 1.4
14839  */
14840 GList *
14841 clutter_actor_get_actions (ClutterActor *self)
14842 {
14843   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14844
14845   if (self->priv->actions == NULL)
14846     return NULL;
14847
14848   return _clutter_meta_group_get_metas_no_internal (self->priv->actions);
14849 }
14850
14851 /**
14852  * clutter_actor_get_action:
14853  * @self: a #ClutterActor
14854  * @name: the name of the action to retrieve
14855  *
14856  * Retrieves the #ClutterAction with the given name in the list
14857  * of actions applied to @self
14858  *
14859  * Return value: (transfer none): a #ClutterAction for the given
14860  *   name, or %NULL. The returned #ClutterAction is owned by the
14861  *   actor and it should not be unreferenced directly
14862  *
14863  * Since: 1.4
14864  */
14865 ClutterAction *
14866 clutter_actor_get_action (ClutterActor *self,
14867                           const gchar  *name)
14868 {
14869   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14870   g_return_val_if_fail (name != NULL, NULL);
14871
14872   if (self->priv->actions == NULL)
14873     return NULL;
14874
14875   return CLUTTER_ACTION (_clutter_meta_group_get_meta (self->priv->actions, name));
14876 }
14877
14878 /**
14879  * clutter_actor_clear_actions:
14880  * @self: a #ClutterActor
14881  *
14882  * Clears the list of actions applied to @self
14883  *
14884  * Since: 1.4
14885  */
14886 void
14887 clutter_actor_clear_actions (ClutterActor *self)
14888 {
14889   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14890
14891   if (self->priv->actions == NULL)
14892     return;
14893
14894   _clutter_meta_group_clear_metas_no_internal (self->priv->actions);
14895 }
14896
14897 /**
14898  * clutter_actor_add_constraint:
14899  * @self: a #ClutterActor
14900  * @constraint: a #ClutterConstraint
14901  *
14902  * Adds @constraint to the list of #ClutterConstraint<!-- -->s applied
14903  * to @self
14904  *
14905  * The #ClutterActor will hold a reference on the @constraint until
14906  * either clutter_actor_remove_constraint() or
14907  * clutter_actor_clear_constraints() is called.
14908  *
14909  * Since: 1.4
14910  */
14911 void
14912 clutter_actor_add_constraint (ClutterActor      *self,
14913                               ClutterConstraint *constraint)
14914 {
14915   ClutterActorPrivate *priv;
14916
14917   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14918   g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
14919
14920   priv = self->priv;
14921
14922   if (priv->constraints == NULL)
14923     {
14924       priv->constraints = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
14925       priv->constraints->actor = self;
14926     }
14927
14928   _clutter_meta_group_add_meta (priv->constraints,
14929                                 CLUTTER_ACTOR_META (constraint));
14930   clutter_actor_queue_relayout (self);
14931
14932   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]);
14933 }
14934
14935 /**
14936  * clutter_actor_add_constraint_with_name:
14937  * @self: a #ClutterActor
14938  * @name: the name to set on the constraint
14939  * @constraint: a #ClutterConstraint
14940  *
14941  * A convenience function for setting the name of a #ClutterConstraint
14942  * while adding it to the list of constraints applied to @self
14943  *
14944  * This function is the logical equivalent of:
14945  *
14946  * |[
14947  *   clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name);
14948  *   clutter_actor_add_constraint (self, constraint);
14949  * ]|
14950  *
14951  * Since: 1.4
14952  */
14953 void
14954 clutter_actor_add_constraint_with_name (ClutterActor      *self,
14955                                         const gchar       *name,
14956                                         ClutterConstraint *constraint)
14957 {
14958   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14959   g_return_if_fail (name != NULL);
14960   g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
14961
14962   clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name);
14963   clutter_actor_add_constraint (self, constraint);
14964 }
14965
14966 /**
14967  * clutter_actor_remove_constraint:
14968  * @self: a #ClutterActor
14969  * @constraint: a #ClutterConstraint
14970  *
14971  * Removes @constraint from the list of constraints applied to @self
14972  *
14973  * The reference held by @self on the #ClutterConstraint will be released
14974  *
14975  * Since: 1.4
14976  */
14977 void
14978 clutter_actor_remove_constraint (ClutterActor      *self,
14979                                  ClutterConstraint *constraint)
14980 {
14981   ClutterActorPrivate *priv;
14982
14983   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14984   g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
14985
14986   priv = self->priv;
14987
14988   if (priv->constraints == NULL)
14989     return;
14990
14991   _clutter_meta_group_remove_meta (priv->constraints,
14992                                    CLUTTER_ACTOR_META (constraint));
14993   clutter_actor_queue_relayout (self);
14994
14995   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]);
14996 }
14997
14998 /**
14999  * clutter_actor_remove_constraint_by_name:
15000  * @self: a #ClutterActor
15001  * @name: the name of the constraint to remove
15002  *
15003  * Removes the #ClutterConstraint with the given name from the list
15004  * of constraints applied to @self
15005  *
15006  * Since: 1.4
15007  */
15008 void
15009 clutter_actor_remove_constraint_by_name (ClutterActor *self,
15010                                          const gchar  *name)
15011 {
15012   ClutterActorPrivate *priv;
15013   ClutterActorMeta *meta;
15014
15015   g_return_if_fail (CLUTTER_IS_ACTOR (self));
15016   g_return_if_fail (name != NULL);
15017
15018   priv = self->priv;
15019
15020   if (priv->constraints == NULL)
15021     return;
15022
15023   meta = _clutter_meta_group_get_meta (priv->constraints, name);
15024   if (meta == NULL)
15025     return;
15026
15027   _clutter_meta_group_remove_meta (priv->constraints, meta);
15028   clutter_actor_queue_relayout (self);
15029 }
15030
15031 /**
15032  * clutter_actor_get_constraints:
15033  * @self: a #ClutterActor
15034  *
15035  * Retrieves the list of constraints applied to @self
15036  *
15037  * Return value: (transfer container) (element-type Clutter.Constraint): a copy
15038  *   of the list of #ClutterConstraint<!-- -->s. The contents of the list are
15039  *   owned by the #ClutterActor. Use g_list_free() to free the resources
15040  *   allocated by the returned #GList
15041  *
15042  * Since: 1.4
15043  */
15044 GList *
15045 clutter_actor_get_constraints (ClutterActor *self)
15046 {
15047   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15048
15049   if (self->priv->constraints == NULL)
15050     return NULL;
15051
15052   return _clutter_meta_group_get_metas_no_internal (self->priv->constraints);
15053 }
15054
15055 /**
15056  * clutter_actor_get_constraint:
15057  * @self: a #ClutterActor
15058  * @name: the name of the constraint to retrieve
15059  *
15060  * Retrieves the #ClutterConstraint with the given name in the list
15061  * of constraints applied to @self
15062  *
15063  * Return value: (transfer none): a #ClutterConstraint for the given
15064  *   name, or %NULL. The returned #ClutterConstraint is owned by the
15065  *   actor and it should not be unreferenced directly
15066  *
15067  * Since: 1.4
15068  */
15069 ClutterConstraint *
15070 clutter_actor_get_constraint (ClutterActor *self,
15071                               const gchar  *name)
15072 {
15073   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15074   g_return_val_if_fail (name != NULL, NULL);
15075
15076   if (self->priv->constraints == NULL)
15077     return NULL;
15078
15079   return CLUTTER_CONSTRAINT (_clutter_meta_group_get_meta (self->priv->constraints, name));
15080 }
15081
15082 /**
15083  * clutter_actor_clear_constraints:
15084  * @self: a #ClutterActor
15085  *
15086  * Clears the list of constraints applied to @self
15087  *
15088  * Since: 1.4
15089  */
15090 void
15091 clutter_actor_clear_constraints (ClutterActor *self)
15092 {
15093   g_return_if_fail (CLUTTER_IS_ACTOR (self));
15094
15095   if (self->priv->constraints == NULL)
15096     return;
15097
15098   _clutter_meta_group_clear_metas_no_internal (self->priv->constraints);
15099
15100   clutter_actor_queue_relayout (self);
15101 }
15102
15103 /**
15104  * clutter_actor_set_clip_to_allocation:
15105  * @self: a #ClutterActor
15106  * @clip_set: %TRUE to apply a clip tracking the allocation
15107  *
15108  * Sets whether @self should be clipped to the same size as its
15109  * allocation
15110  *
15111  * Since: 1.4
15112  */
15113 void
15114 clutter_actor_set_clip_to_allocation (ClutterActor *self,
15115                                       gboolean      clip_set)
15116 {
15117   ClutterActorPrivate *priv;
15118
15119   g_return_if_fail (CLUTTER_IS_ACTOR (self));
15120
15121   clip_set = !!clip_set;
15122
15123   priv = self->priv;
15124
15125   if (priv->clip_to_allocation != clip_set)
15126     {
15127       priv->clip_to_allocation = clip_set;
15128
15129       clutter_actor_queue_redraw (self);
15130
15131       g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP_TO_ALLOCATION]);
15132     }
15133 }
15134
15135 /**
15136  * clutter_actor_get_clip_to_allocation:
15137  * @self: a #ClutterActor
15138  *
15139  * Retrieves the value set using clutter_actor_set_clip_to_allocation()
15140  *
15141  * Return value: %TRUE if the #ClutterActor is clipped to its allocation
15142  *
15143  * Since: 1.4
15144  */
15145 gboolean
15146 clutter_actor_get_clip_to_allocation (ClutterActor *self)
15147 {
15148   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
15149
15150   return self->priv->clip_to_allocation;
15151 }
15152
15153 /**
15154  * clutter_actor_add_effect:
15155  * @self: a #ClutterActor
15156  * @effect: a #ClutterEffect
15157  *
15158  * Adds @effect to the list of #ClutterEffect<!-- -->s applied to @self
15159  *
15160  * The #ClutterActor will hold a reference on the @effect until either
15161  * clutter_actor_remove_effect() or clutter_actor_clear_effects() is
15162  * called.
15163  *
15164  * Since: 1.4
15165  */
15166 void
15167 clutter_actor_add_effect (ClutterActor  *self,
15168                           ClutterEffect *effect)
15169 {
15170   g_return_if_fail (CLUTTER_IS_ACTOR (self));
15171   g_return_if_fail (CLUTTER_IS_EFFECT (effect));
15172
15173   _clutter_actor_add_effect_internal (self, effect);
15174
15175   clutter_actor_queue_redraw (self);
15176
15177   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]);
15178 }
15179
15180 /**
15181  * clutter_actor_add_effect_with_name:
15182  * @self: a #ClutterActor
15183  * @name: the name to set on the effect
15184  * @effect: a #ClutterEffect
15185  *
15186  * A convenience function for setting the name of a #ClutterEffect
15187  * while adding it to the list of effectss applied to @self
15188  *
15189  * This function is the logical equivalent of:
15190  *
15191  * |[
15192  *   clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name);
15193  *   clutter_actor_add_effect (self, effect);
15194  * ]|
15195  *
15196  * Since: 1.4
15197  */
15198 void
15199 clutter_actor_add_effect_with_name (ClutterActor  *self,
15200                                     const gchar   *name,
15201                                     ClutterEffect *effect)
15202 {
15203   g_return_if_fail (CLUTTER_IS_ACTOR (self));
15204   g_return_if_fail (name != NULL);
15205   g_return_if_fail (CLUTTER_IS_EFFECT (effect));
15206
15207   clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name);
15208   clutter_actor_add_effect (self, effect);
15209 }
15210
15211 /**
15212  * clutter_actor_remove_effect:
15213  * @self: a #ClutterActor
15214  * @effect: a #ClutterEffect
15215  *
15216  * Removes @effect from the list of effects applied to @self
15217  *
15218  * The reference held by @self on the #ClutterEffect will be released
15219  *
15220  * Since: 1.4
15221  */
15222 void
15223 clutter_actor_remove_effect (ClutterActor  *self,
15224                              ClutterEffect *effect)
15225 {
15226   g_return_if_fail (CLUTTER_IS_ACTOR (self));
15227   g_return_if_fail (CLUTTER_IS_EFFECT (effect));
15228
15229   _clutter_actor_remove_effect_internal (self, effect);
15230
15231   clutter_actor_queue_redraw (self);
15232
15233   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]);
15234 }
15235
15236 /**
15237  * clutter_actor_remove_effect_by_name:
15238  * @self: a #ClutterActor
15239  * @name: the name of the effect to remove
15240  *
15241  * Removes the #ClutterEffect with the given name from the list
15242  * of effects applied to @self
15243  *
15244  * Since: 1.4
15245  */
15246 void
15247 clutter_actor_remove_effect_by_name (ClutterActor *self,
15248                                      const gchar  *name)
15249 {
15250   ClutterActorPrivate *priv;
15251   ClutterActorMeta *meta;
15252
15253   g_return_if_fail (CLUTTER_IS_ACTOR (self));
15254   g_return_if_fail (name != NULL);
15255
15256   priv = self->priv;
15257
15258   if (priv->effects == NULL)
15259     return;
15260
15261   meta = _clutter_meta_group_get_meta (priv->effects, name);
15262   if (meta == NULL)
15263     return;
15264
15265   clutter_actor_remove_effect (self, CLUTTER_EFFECT (meta));
15266 }
15267
15268 /**
15269  * clutter_actor_get_effects:
15270  * @self: a #ClutterActor
15271  *
15272  * Retrieves the #ClutterEffect<!-- -->s applied on @self, if any
15273  *
15274  * Return value: (transfer container) (element-type Clutter.Effect): a list
15275  *   of #ClutterEffect<!-- -->s, or %NULL. The elements of the returned
15276  *   list are owned by Clutter and they should not be freed. You should
15277  *   free the returned list using g_list_free() when done
15278  *
15279  * Since: 1.4
15280  */
15281 GList *
15282 clutter_actor_get_effects (ClutterActor *self)
15283 {
15284   ClutterActorPrivate *priv;
15285
15286   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15287
15288   priv = self->priv;
15289
15290   if (priv->effects == NULL)
15291     return NULL;
15292
15293   return _clutter_meta_group_get_metas_no_internal (priv->effects);
15294 }
15295
15296 /**
15297  * clutter_actor_get_effect:
15298  * @self: a #ClutterActor
15299  * @name: the name of the effect to retrieve
15300  *
15301  * Retrieves the #ClutterEffect with the given name in the list
15302  * of effects applied to @self
15303  *
15304  * Return value: (transfer none): a #ClutterEffect for the given
15305  *   name, or %NULL. The returned #ClutterEffect is owned by the
15306  *   actor and it should not be unreferenced directly
15307  *
15308  * Since: 1.4
15309  */
15310 ClutterEffect *
15311 clutter_actor_get_effect (ClutterActor *self,
15312                           const gchar  *name)
15313 {
15314   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15315   g_return_val_if_fail (name != NULL, NULL);
15316
15317   if (self->priv->effects == NULL)
15318     return NULL;
15319
15320   return CLUTTER_EFFECT (_clutter_meta_group_get_meta (self->priv->effects, name));
15321 }
15322
15323 /**
15324  * clutter_actor_clear_effects:
15325  * @self: a #ClutterActor
15326  *
15327  * Clears the list of effects applied to @self
15328  *
15329  * Since: 1.4
15330  */
15331 void
15332 clutter_actor_clear_effects (ClutterActor *self)
15333 {
15334   g_return_if_fail (CLUTTER_IS_ACTOR (self));
15335
15336   if (self->priv->effects == NULL)
15337     return;
15338
15339   _clutter_meta_group_clear_metas_no_internal (self->priv->effects);
15340
15341   clutter_actor_queue_redraw (self);
15342 }
15343
15344 /**
15345  * clutter_actor_has_key_focus:
15346  * @self: a #ClutterActor
15347  *
15348  * Checks whether @self is the #ClutterActor that has key focus
15349  *
15350  * Return value: %TRUE if the actor has key focus, and %FALSE otherwise
15351  *
15352  * Since: 1.4
15353  */
15354 gboolean
15355 clutter_actor_has_key_focus (ClutterActor *self)
15356 {
15357   ClutterActor *stage;
15358
15359   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
15360
15361   stage = _clutter_actor_get_stage_internal (self);
15362   if (stage == NULL)
15363     return FALSE;
15364
15365   return clutter_stage_get_key_focus (CLUTTER_STAGE (stage)) == self;
15366 }
15367
15368 static gboolean
15369 _clutter_actor_get_paint_volume_real (ClutterActor *self,
15370                                       ClutterPaintVolume *pv)
15371 {
15372   ClutterActorPrivate *priv = self->priv;
15373
15374   /* Actors are only expected to report a valid paint volume
15375    * while they have a valid allocation. */
15376   if (G_UNLIKELY (priv->needs_allocation))
15377     {
15378       CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
15379                     "Actor needs allocation",
15380                     _clutter_actor_get_debug_name (self));
15381       return FALSE;
15382     }
15383
15384   /* Check if there are any handlers connected to the paint
15385    * signal. If there are then all bets are off for what the paint
15386    * volume for this actor might possibly be!
15387    *
15388    * XXX: It's expected that this is going to end up being quite a
15389    * costly check to have to do here, but we haven't come up with
15390    * another solution that can reliably catch paint signal handlers at
15391    * the right time to either avoid artefacts due to invalid stage
15392    * clipping or due to incorrect culling.
15393    *
15394    * Previously we checked in clutter_actor_paint(), but at that time
15395    * we may already be using a stage clip that could be derived from
15396    * an invalid paint-volume. We used to try and handle that by
15397    * queuing a follow up, unclipped, redraw but still the previous
15398    * checking wasn't enough to catch invalid volumes involved in
15399    * culling (considering that containers may derive their volume from
15400    * children that haven't yet been painted)
15401    *
15402    * Longer term, improved solutions could be:
15403    * - Disallow painting in the paint signal, only allow using it
15404    *   for tracking when paints happen. We can add another API that
15405    *   allows monkey patching the paint of arbitrary actors but in a
15406    *   more controlled way and that also supports modifying the
15407    *   paint-volume.
15408    * - If we could be notified somehow when signal handlers are
15409    *   connected we wouldn't have to poll for handlers like this.
15410    */
15411   if (g_signal_has_handler_pending (self,
15412                                     actor_signals[PAINT],
15413                                     0,
15414                                     TRUE))
15415     {
15416       CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
15417                     "Actor has \"paint\" signal handlers",
15418                     _clutter_actor_get_debug_name (self));
15419       return FALSE;
15420     }
15421
15422   _clutter_paint_volume_init_static (pv, self);
15423
15424   if (!CLUTTER_ACTOR_GET_CLASS (self)->get_paint_volume (self, pv))
15425     {
15426       clutter_paint_volume_free (pv);
15427       CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
15428                     "Actor failed to report a volume",
15429                     _clutter_actor_get_debug_name (self));
15430       return FALSE;
15431     }
15432
15433   /* since effects can modify the paint volume, we allow them to actually
15434    * do this by making get_paint_volume() "context sensitive"
15435    */
15436   if (priv->effects != NULL)
15437     {
15438       if (priv->current_effect != NULL)
15439         {
15440           const GList *effects, *l;
15441
15442           /* if we are being called from within the paint sequence of
15443            * an actor, get the paint volume up to the current effect
15444            */
15445           effects = _clutter_meta_group_peek_metas (priv->effects);
15446           for (l = effects;
15447                l != NULL || (l != NULL && l->data != priv->current_effect);
15448                l = l->next)
15449             {
15450               if (!_clutter_effect_get_paint_volume (l->data, pv))
15451                 {
15452                   clutter_paint_volume_free (pv);
15453                   CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
15454                                 "Effect (%s) failed to report a volume",
15455                                 _clutter_actor_get_debug_name (self),
15456                                 _clutter_actor_meta_get_debug_name (l->data));
15457                   return FALSE;
15458                 }
15459             }
15460         }
15461       else
15462         {
15463           const GList *effects, *l;
15464
15465           /* otherwise, get the cumulative volume */
15466           effects = _clutter_meta_group_peek_metas (priv->effects);
15467           for (l = effects; l != NULL; l = l->next)
15468             if (!_clutter_effect_get_paint_volume (l->data, pv))
15469               {
15470                 clutter_paint_volume_free (pv);
15471                 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
15472                               "Effect (%s) failed to report a volume",
15473                               _clutter_actor_get_debug_name (self),
15474                               _clutter_actor_meta_get_debug_name (l->data));
15475                 return FALSE;
15476               }
15477         }
15478     }
15479
15480   return TRUE;
15481 }
15482
15483 /* The public clutter_actor_get_paint_volume API returns a const
15484  * pointer since we return a pointer directly to the cached
15485  * PaintVolume associated with the actor and don't want the user to
15486  * inadvertently modify it, but for internal uses we sometimes need
15487  * access to the same PaintVolume but need to apply some book-keeping
15488  * modifications to it so we don't want a const pointer.
15489  */
15490 static ClutterPaintVolume *
15491 _clutter_actor_get_paint_volume_mutable (ClutterActor *self)
15492 {
15493   ClutterActorPrivate *priv;
15494
15495   priv = self->priv;
15496
15497   if (priv->paint_volume_valid)
15498     clutter_paint_volume_free (&priv->paint_volume);
15499
15500   if (_clutter_actor_get_paint_volume_real (self, &priv->paint_volume))
15501     {
15502       priv->paint_volume_valid = TRUE;
15503       return &priv->paint_volume;
15504     }
15505   else
15506     {
15507       priv->paint_volume_valid = FALSE;
15508       return NULL;
15509     }
15510 }
15511
15512 /**
15513  * clutter_actor_get_paint_volume:
15514  * @self: a #ClutterActor
15515  *
15516  * Retrieves the paint volume of the passed #ClutterActor, or %NULL
15517  * when a paint volume can't be determined.
15518  *
15519  * The paint volume is defined as the 3D space occupied by an actor
15520  * when being painted.
15521  *
15522  * This function will call the <function>get_paint_volume()</function>
15523  * virtual function of the #ClutterActor class. Sub-classes of #ClutterActor
15524  * should not usually care about overriding the default implementation,
15525  * unless they are, for instance: painting outside their allocation, or
15526  * actors with a depth factor (not in terms of #ClutterActor:depth but real
15527  * 3D depth).
15528  *
15529  * <note>2D actors overriding <function>get_paint_volume()</function>
15530  * ensure their volume has a depth of 0. (This will be true so long as
15531  * you don't call clutter_paint_volume_set_depth().)</note>
15532  *
15533  * Return value: (transfer none): a pointer to a #ClutterPaintVolume,
15534  *   or %NULL if no volume could be determined. The returned pointer
15535  *   is not guaranteed to be valid across multiple frames; if you want
15536  *   to keep it, you will need to copy it using clutter_paint_volume_copy().
15537  *
15538  * Since: 1.6
15539  */
15540 const ClutterPaintVolume *
15541 clutter_actor_get_paint_volume (ClutterActor *self)
15542 {
15543   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15544
15545   return _clutter_actor_get_paint_volume_mutable (self);
15546 }
15547
15548 /**
15549  * clutter_actor_get_transformed_paint_volume:
15550  * @self: a #ClutterActor
15551  * @relative_to_ancestor: A #ClutterActor that is an ancestor of @self
15552  *    (or %NULL for the stage)
15553  *
15554  * Retrieves the 3D paint volume of an actor like
15555  * clutter_actor_get_paint_volume() does (Please refer to the
15556  * documentation of clutter_actor_get_paint_volume() for more
15557  * details.) and it additionally transforms the paint volume into the
15558  * coordinate space of @relative_to_ancestor. (Or the stage if %NULL
15559  * is passed for @relative_to_ancestor)
15560  *
15561  * This can be used by containers that base their paint volume on
15562  * the volume of their children. Such containers can query the
15563  * transformed paint volume of all of its children and union them
15564  * together using clutter_paint_volume_union().
15565  *
15566  * Return value: (transfer none): a pointer to a #ClutterPaintVolume,
15567  *   or %NULL if no volume could be determined. The returned pointer is
15568  *   not guaranteed to be valid across multiple frames; if you wish to
15569  *   keep it, you will have to copy it using clutter_paint_volume_copy().
15570  *
15571  * Since: 1.6
15572  */
15573 const ClutterPaintVolume *
15574 clutter_actor_get_transformed_paint_volume (ClutterActor *self,
15575                                             ClutterActor *relative_to_ancestor)
15576 {
15577   const ClutterPaintVolume *volume;
15578   ClutterActor *stage;
15579   ClutterPaintVolume *transformed_volume;
15580
15581   stage = _clutter_actor_get_stage_internal (self);
15582   if (G_UNLIKELY (stage == NULL))
15583     return NULL;
15584
15585   if (relative_to_ancestor == NULL)
15586     relative_to_ancestor = stage;
15587
15588   volume = clutter_actor_get_paint_volume (self);
15589   if (volume == NULL)
15590     return NULL;
15591
15592   transformed_volume =
15593     _clutter_stage_paint_volume_stack_allocate (CLUTTER_STAGE (stage));
15594
15595   _clutter_paint_volume_copy_static (volume, transformed_volume);
15596
15597   _clutter_paint_volume_transform_relative (transformed_volume,
15598                                             relative_to_ancestor);
15599
15600   return transformed_volume;
15601 }
15602
15603 /**
15604  * clutter_actor_get_paint_box:
15605  * @self: a #ClutterActor
15606  * @box: (out): return location for a #ClutterActorBox
15607  *
15608  * Retrieves the paint volume of the passed #ClutterActor, and
15609  * transforms it into a 2D bounding box in stage coordinates.
15610  *
15611  * This function is useful to determine the on screen area occupied by
15612  * the actor. The box is only an approximation and may often be
15613  * considerably larger due to the optimizations used to calculate the
15614  * box. The box is never smaller though, so it can reliably be used
15615  * for culling.
15616  *
15617  * There are times when a 2D paint box can't be determined, e.g.
15618  * because the actor isn't yet parented under a stage or because
15619  * the actor is unable to determine a paint volume.
15620  *
15621  * Return value: %TRUE if a 2D paint box could be determined, else
15622  * %FALSE.
15623  *
15624  * Since: 1.6
15625  */
15626 gboolean
15627 clutter_actor_get_paint_box (ClutterActor    *self,
15628                              ClutterActorBox *box)
15629 {
15630   ClutterActor *stage;
15631   ClutterPaintVolume *pv;
15632
15633   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
15634   g_return_val_if_fail (box != NULL, FALSE);
15635
15636   stage = _clutter_actor_get_stage_internal (self);
15637   if (G_UNLIKELY (!stage))
15638     return FALSE;
15639
15640   pv = _clutter_actor_get_paint_volume_mutable (self);
15641   if (G_UNLIKELY (!pv))
15642     return FALSE;
15643
15644   _clutter_paint_volume_get_stage_paint_box (pv, CLUTTER_STAGE (stage), box);
15645
15646   return TRUE;
15647 }
15648
15649 /**
15650  * clutter_actor_has_overlaps:
15651  * @self: A #ClutterActor
15652  *
15653  * Asks the actor's implementation whether it may contain overlapping
15654  * primitives.
15655  *
15656  * For example; Clutter may use this to determine whether the painting
15657  * should be redirected to an offscreen buffer to correctly implement
15658  * the opacity property.
15659  *
15660  * Custom actors can override the default response by implementing the
15661  * #ClutterActor <function>has_overlaps</function> virtual function. See
15662  * clutter_actor_set_offscreen_redirect() for more information.
15663  *
15664  * Return value: %TRUE if the actor may have overlapping primitives, and
15665  *   %FALSE otherwise
15666  *
15667  * Since: 1.8
15668  */
15669 gboolean
15670 clutter_actor_has_overlaps (ClutterActor *self)
15671 {
15672   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
15673
15674   return CLUTTER_ACTOR_GET_CLASS (self)->has_overlaps (self);
15675 }
15676
15677 /**
15678  * clutter_actor_has_effects:
15679  * @self: A #ClutterActor
15680  *
15681  * Returns whether the actor has any effects applied.
15682  *
15683  * Return value: %TRUE if the actor has any effects,
15684  *   %FALSE otherwise
15685  *
15686  * Since: 1.10
15687  */
15688 gboolean
15689 clutter_actor_has_effects (ClutterActor *self)
15690 {
15691   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
15692
15693   if (self->priv->effects == NULL)
15694     return FALSE;
15695
15696   return _clutter_meta_group_has_metas_no_internal (self->priv->effects);
15697 }
15698
15699 /**
15700  * clutter_actor_has_constraints:
15701  * @self: A #ClutterActor
15702  *
15703  * Returns whether the actor has any constraints applied.
15704  *
15705  * Return value: %TRUE if the actor has any constraints,
15706  *   %FALSE otherwise
15707  *
15708  * Since: 1.10
15709  */
15710 gboolean
15711 clutter_actor_has_constraints (ClutterActor *self)
15712 {
15713   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
15714
15715   return self->priv->constraints != NULL;
15716 }
15717
15718 /**
15719  * clutter_actor_has_actions:
15720  * @self: A #ClutterActor
15721  *
15722  * Returns whether the actor has any actions applied.
15723  *
15724  * Return value: %TRUE if the actor has any actions,
15725  *   %FALSE otherwise
15726  *
15727  * Since: 1.10
15728  */
15729 gboolean
15730 clutter_actor_has_actions (ClutterActor *self)
15731 {
15732   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
15733
15734   return self->priv->actions != NULL;
15735 }
15736
15737 /**
15738  * clutter_actor_get_n_children:
15739  * @self: a #ClutterActor
15740  *
15741  * Retrieves the number of children of @self.
15742  *
15743  * Return value: the number of children of an actor
15744  *
15745  * Since: 1.10
15746  */
15747 gint
15748 clutter_actor_get_n_children (ClutterActor *self)
15749 {
15750   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
15751
15752   return self->priv->n_children;
15753 }
15754
15755 /**
15756  * clutter_actor_get_child_at_index:
15757  * @self: a #ClutterActor
15758  * @index_: the position in the list of children
15759  *
15760  * Retrieves the actor at the given @index_ inside the list of
15761  * children of @self.
15762  *
15763  * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15764  *
15765  * Since: 1.10
15766  */
15767 ClutterActor *
15768 clutter_actor_get_child_at_index (ClutterActor *self,
15769                                   gint          index_)
15770 {
15771   ClutterActor *iter;
15772   int i;
15773
15774   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15775   g_return_val_if_fail (index_ <= self->priv->n_children, NULL);
15776
15777   for (iter = self->priv->first_child, i = 0;
15778        iter != NULL && i < index_;
15779        iter = iter->priv->next_sibling, i += 1)
15780     ;
15781
15782   return iter;
15783 }
15784
15785 /*< private >
15786  * _clutter_actor_foreach_child:
15787  * @actor: The actor whos children you want to iterate
15788  * @callback: The function to call for each child
15789  * @user_data: Private data to pass to @callback
15790  *
15791  * Calls a given @callback once for each child of the specified @actor and
15792  * passing the @user_data pointer each time.
15793  *
15794  * Return value: returns %TRUE if all children were iterated, else
15795  *    %FALSE if a callback broke out of iteration early.
15796  */
15797 gboolean
15798 _clutter_actor_foreach_child (ClutterActor           *self,
15799                               ClutterForeachCallback  callback,
15800                               gpointer                user_data)
15801 {
15802   ClutterActor *iter;
15803   gboolean cont;
15804
15805   if (self->priv->first_child == NULL)
15806     return TRUE;
15807
15808   cont = TRUE;
15809   iter = self->priv->first_child;
15810
15811   /* we use this form so that it's safe to change the children
15812    * list while iterating it
15813    */
15814   while (cont && iter != NULL)
15815     {
15816       ClutterActor *next = iter->priv->next_sibling;
15817
15818       cont = callback (iter, user_data);
15819
15820       iter = next;
15821     }
15822
15823   return cont;
15824 }
15825
15826 #if 0
15827 /* For debugging purposes this gives us a simple way to print out
15828  * the scenegraph e.g in gdb using:
15829  * [|
15830  *   _clutter_actor_traverse (stage,
15831  *                            0,
15832  *                            clutter_debug_print_actor_cb,
15833  *                            NULL,
15834  *                            NULL);
15835  * |]
15836  */
15837 static ClutterActorTraverseVisitFlags
15838 clutter_debug_print_actor_cb (ClutterActor *actor,
15839                               int depth,
15840                               void *user_data)
15841 {
15842   g_print ("%*s%s:%p\n",
15843            depth * 2, "",
15844            _clutter_actor_get_debug_name (actor),
15845            actor);
15846
15847   return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
15848 }
15849 #endif
15850
15851 static void
15852 _clutter_actor_traverse_breadth (ClutterActor           *actor,
15853                                  ClutterTraverseCallback callback,
15854                                  gpointer                user_data)
15855 {
15856   GQueue *queue = g_queue_new ();
15857   ClutterActor dummy;
15858   int current_depth = 0;
15859
15860   g_queue_push_tail (queue, actor);
15861   g_queue_push_tail (queue, &dummy); /* use to delimit depth changes */
15862
15863   while ((actor = g_queue_pop_head (queue)))
15864     {
15865       ClutterActorTraverseVisitFlags flags;
15866
15867       if (actor == &dummy)
15868         {
15869           current_depth++;
15870           g_queue_push_tail (queue, &dummy);
15871           continue;
15872         }
15873
15874       flags = callback (actor, current_depth, user_data);
15875       if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
15876         break;
15877       else if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN))
15878         {
15879           ClutterActor *iter;
15880
15881           for (iter = actor->priv->first_child;
15882                iter != NULL;
15883                iter = iter->priv->next_sibling)
15884             {
15885               g_queue_push_tail (queue, iter);
15886             }
15887         }
15888     }
15889
15890   g_queue_free (queue);
15891 }
15892
15893 static ClutterActorTraverseVisitFlags
15894 _clutter_actor_traverse_depth (ClutterActor           *actor,
15895                                ClutterTraverseCallback before_children_callback,
15896                                ClutterTraverseCallback after_children_callback,
15897                                int                     current_depth,
15898                                gpointer                user_data)
15899 {
15900   ClutterActorTraverseVisitFlags flags;
15901
15902   flags = before_children_callback (actor, current_depth, user_data);
15903   if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
15904     return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK;
15905
15906   if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN))
15907     {
15908       ClutterActor *iter;
15909
15910       for (iter = actor->priv->first_child;
15911            iter != NULL;
15912            iter = iter->priv->next_sibling)
15913         {
15914           flags = _clutter_actor_traverse_depth (iter,
15915                                                  before_children_callback,
15916                                                  after_children_callback,
15917                                                  current_depth + 1,
15918                                                  user_data);
15919
15920           if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
15921             return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK;
15922         }
15923     }
15924
15925   if (after_children_callback)
15926     return after_children_callback (actor, current_depth, user_data);
15927   else
15928     return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
15929 }
15930
15931 /* _clutter_actor_traverse:
15932  * @actor: The actor to start traversing the graph from
15933  * @flags: These flags may affect how the traversal is done
15934  * @before_children_callback: A function to call before visiting the
15935  *   children of the current actor.
15936  * @after_children_callback: A function to call after visiting the
15937  *   children of the current actor. (Ignored if
15938  *   %CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST is passed to @flags.)
15939  * @user_data: The private data to pass to the callbacks
15940  *
15941  * Traverses the scenegraph starting at the specified @actor and
15942  * descending through all its children and its children's children.
15943  * For each actor traversed @before_children_callback and
15944  * @after_children_callback are called with the specified
15945  * @user_data, before and after visiting that actor's children.
15946  *
15947  * The callbacks can return flags that affect the ongoing traversal
15948  * such as by skipping over an actors children or bailing out of
15949  * any further traversing.
15950  */
15951 void
15952 _clutter_actor_traverse (ClutterActor              *actor,
15953                          ClutterActorTraverseFlags  flags,
15954                          ClutterTraverseCallback    before_children_callback,
15955                          ClutterTraverseCallback    after_children_callback,
15956                          gpointer                   user_data)
15957 {
15958   if (flags & CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST)
15959     _clutter_actor_traverse_breadth (actor,
15960                                      before_children_callback,
15961                                      user_data);
15962   else /* DEPTH_FIRST */
15963     _clutter_actor_traverse_depth (actor,
15964                                    before_children_callback,
15965                                    after_children_callback,
15966                                    0, /* start depth */
15967                                    user_data);
15968 }
15969
15970 static void
15971 on_layout_manager_changed (ClutterLayoutManager *manager,
15972                            ClutterActor         *self)
15973 {
15974   clutter_actor_queue_relayout (self);
15975 }
15976
15977 /**
15978  * clutter_actor_set_layout_manager:
15979  * @self: a #ClutterActor
15980  * @manager: (allow-none): a #ClutterLayoutManager, or %NULL to unset it
15981  *
15982  * Sets the #ClutterLayoutManager delegate object that will be used to
15983  * lay out the children of @self.
15984  *
15985  * The #ClutterActor will take a reference on the passed @manager which
15986  * will be released either when the layout manager is removed, or when
15987  * the actor is destroyed.
15988  *
15989  * Since: 1.10
15990  */
15991 void
15992 clutter_actor_set_layout_manager (ClutterActor         *self,
15993                                   ClutterLayoutManager *manager)
15994 {
15995   ClutterActorPrivate *priv;
15996
15997   g_return_if_fail (CLUTTER_IS_ACTOR (self));
15998   g_return_if_fail (manager == NULL || CLUTTER_IS_LAYOUT_MANAGER (manager));
15999
16000   priv = self->priv;
16001
16002   if (priv->layout_manager != NULL)
16003     {
16004       g_signal_handlers_disconnect_by_func (priv->layout_manager,
16005                                             G_CALLBACK (on_layout_manager_changed),
16006                                             self);
16007       clutter_layout_manager_set_container (priv->layout_manager, NULL);
16008       g_clear_object (&priv->layout_manager);
16009     }
16010
16011   priv->layout_manager = manager;
16012
16013   if (priv->layout_manager != NULL)
16014     {
16015       g_object_ref_sink (priv->layout_manager);
16016       clutter_layout_manager_set_container (priv->layout_manager,
16017                                             CLUTTER_CONTAINER (self));
16018       g_signal_connect (priv->layout_manager, "layout-changed",
16019                         G_CALLBACK (on_layout_manager_changed),
16020                         self);
16021     }
16022
16023   clutter_actor_queue_relayout (self);
16024
16025   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAYOUT_MANAGER]);
16026 }
16027
16028 /**
16029  * clutter_actor_get_layout_manager:
16030  * @self: a #ClutterActor
16031  *
16032  * Retrieves the #ClutterLayoutManager used by @self.
16033  *
16034  * Return value: (transfer none): a pointer to the #ClutterLayoutManager,
16035  *   or %NULL
16036  *
16037  * Since: 1.10
16038  */
16039 ClutterLayoutManager *
16040 clutter_actor_get_layout_manager (ClutterActor *self)
16041 {
16042   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
16043
16044   return self->priv->layout_manager;
16045 }
16046
16047 static const ClutterLayoutInfo default_layout_info = {
16048   0.f,                          /* fixed-x */
16049   0.f,                          /* fixed-y */
16050   { 0, 0, 0, 0 },               /* margin */
16051   CLUTTER_ACTOR_ALIGN_FILL,     /* x-align */
16052   CLUTTER_ACTOR_ALIGN_FILL,     /* y-align */
16053   0.f, 0.f,                     /* min_width, natural_width */
16054   0.f, 0.f,                     /* natual_width, natural_height */
16055 };
16056
16057 static void
16058 layout_info_free (gpointer data)
16059 {
16060   if (G_LIKELY (data != NULL))
16061     g_slice_free (ClutterLayoutInfo, data);
16062 }
16063
16064 /*< private >
16065  * _clutter_actor_get_layout_info:
16066  * @self: a #ClutterActor
16067  *
16068  * Retrieves a pointer to the ClutterLayoutInfo structure.
16069  *
16070  * If the actor does not have a ClutterLayoutInfo associated to it, one
16071  * will be created and initialized to the default values.
16072  *
16073  * This function should be used for setters.
16074  *
16075  * For getters, you should use _clutter_actor_get_layout_info_or_defaults()
16076  * instead.
16077  *
16078  * Return value: (transfer none): a pointer to the ClutterLayoutInfo structure
16079  */
16080 ClutterLayoutInfo *
16081 _clutter_actor_get_layout_info (ClutterActor *self)
16082 {
16083   ClutterLayoutInfo *retval;
16084
16085   retval = g_object_get_qdata (G_OBJECT (self), quark_actor_layout_info);
16086   if (retval == NULL)
16087     {
16088       retval = g_slice_new (ClutterLayoutInfo);
16089
16090       *retval = default_layout_info;
16091
16092       g_object_set_qdata_full (G_OBJECT (self), quark_actor_layout_info,
16093                                retval,
16094                                layout_info_free);
16095     }
16096
16097   return retval;
16098 }
16099
16100 /*< private >
16101  * _clutter_actor_get_layout_info_or_defaults:
16102  * @self: a #ClutterActor
16103  *
16104  * Retrieves the ClutterLayoutInfo structure associated to an actor.
16105  *
16106  * If the actor does not have a ClutterLayoutInfo structure associated to it,
16107  * then the default structure will be returned.
16108  *
16109  * This function should only be used for getters.
16110  *
16111  * Return value: a const pointer to the ClutterLayoutInfo structure
16112  */
16113 const ClutterLayoutInfo *
16114 _clutter_actor_get_layout_info_or_defaults (ClutterActor *self)
16115 {
16116   const ClutterLayoutInfo *info;
16117
16118   info = g_object_get_qdata (G_OBJECT (self), quark_actor_layout_info);
16119   if (info == NULL)
16120     return &default_layout_info;
16121
16122   return info;
16123 }
16124
16125 /**
16126  * clutter_actor_set_x_align:
16127  * @self: a #ClutterActor
16128  * @x_align: the horizontal alignment policy
16129  *
16130  * Sets the horizontal alignment policy of a #ClutterActor, in case the
16131  * actor received extra horizontal space.
16132  *
16133  * See also the #ClutterActor:x-align property.
16134  *
16135  * Since: 1.10
16136  */
16137 void
16138 clutter_actor_set_x_align (ClutterActor      *self,
16139                            ClutterActorAlign  x_align)
16140 {
16141   ClutterLayoutInfo *info;
16142
16143   g_return_if_fail (CLUTTER_IS_ACTOR (self));
16144
16145   info = _clutter_actor_get_layout_info (self);
16146
16147   if (info->x_align != x_align)
16148     {
16149       info->x_align = x_align;
16150
16151       clutter_actor_queue_relayout (self);
16152
16153       g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_X_ALIGN]);
16154     }
16155 }
16156
16157 /**
16158  * clutter_actor_get_x_align:
16159  * @self: a #ClutterActor
16160  *
16161  * Retrieves the horizontal alignment policy set using
16162  * clutter_actor_set_x_align().
16163  *
16164  * Return value: the horizontal alignment policy.
16165  *
16166  * Since: 1.10
16167  */
16168 ClutterActorAlign
16169 clutter_actor_get_x_align (ClutterActor *self)
16170 {
16171   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_ACTOR_ALIGN_FILL);
16172
16173   return _clutter_actor_get_layout_info_or_defaults (self)->x_align;
16174 }
16175
16176 /**
16177  * clutter_actor_set_y_align:
16178  * @self: a #ClutterActor
16179  * @y_align: the vertical alignment policy
16180  *
16181  * Sets the vertical alignment policy of a #ClutterActor, in case the
16182  * actor received extra vertical space.
16183  *
16184  * See also the #ClutterActor:y-align property.
16185  *
16186  * Since: 1.10
16187  */
16188 void
16189 clutter_actor_set_y_align (ClutterActor      *self,
16190                            ClutterActorAlign  y_align)
16191 {
16192   ClutterLayoutInfo *info;
16193
16194   g_return_if_fail (CLUTTER_IS_ACTOR (self));
16195
16196   info = _clutter_actor_get_layout_info (self);
16197
16198   if (info->y_align != y_align)
16199     {
16200       info->y_align = y_align;
16201
16202       clutter_actor_queue_relayout (self);
16203
16204       g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_Y_ALIGN]);
16205     }
16206 }
16207
16208 /**
16209  * clutter_actor_get_y_align:
16210  * @self: a #ClutterActor
16211  *
16212  * Retrieves the vertical alignment policy set using
16213  * clutter_actor_set_y_align().
16214  *
16215  * Return value: the vertical alignment policy.
16216  *
16217  * Since: 1.10
16218  */
16219 ClutterActorAlign
16220 clutter_actor_get_y_align (ClutterActor *self)
16221 {
16222   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_ACTOR_ALIGN_FILL);
16223
16224   return _clutter_actor_get_layout_info_or_defaults (self)->y_align;
16225 }
16226
16227
16228 /**
16229  * clutter_margin_new:
16230  *
16231  * Creates a new #ClutterMargin.
16232  *
16233  * Return value: (transfer full): a newly allocated #ClutterMargin. Use
16234  *   clutter_margin_free() to free the resources associated with it when
16235  *   done.
16236  *
16237  * Since: 1.10
16238  */
16239 ClutterMargin *
16240 clutter_margin_new (void)
16241 {
16242   return g_slice_new0 (ClutterMargin);
16243 }
16244
16245 /**
16246  * clutter_margin_copy:
16247  * @margin_: a #ClutterMargin
16248  *
16249  * Creates a new #ClutterMargin and copies the contents of @margin_ into
16250  * the newly created structure.
16251  *
16252  * Return value: (transfer full): a copy of the #ClutterMargin.
16253  *
16254  * Since: 1.10
16255  */
16256 ClutterMargin *
16257 clutter_margin_copy (const ClutterMargin *margin_)
16258 {
16259   if (G_LIKELY (margin_ != NULL))
16260     return g_slice_dup (ClutterMargin, margin_);
16261
16262   return NULL;
16263 }
16264
16265 /**
16266  * clutter_margin_free:
16267  * @margin_: a #ClutterMargin
16268  *
16269  * Frees the resources allocated by clutter_margin_new() and
16270  * clutter_margin_copy().
16271  *
16272  * Since: 1.10
16273  */
16274 void
16275 clutter_margin_free (ClutterMargin *margin_)
16276 {
16277   if (G_LIKELY (margin_ != NULL))
16278     g_slice_free (ClutterMargin, margin_);
16279 }
16280
16281 G_DEFINE_BOXED_TYPE (ClutterMargin, clutter_margin,
16282                      clutter_margin_copy,
16283                      clutter_margin_free)
16284
16285 /**
16286  * clutter_actor_set_margin:
16287  * @self: a #ClutterActor
16288  * @margin: a #ClutterMargin
16289  *
16290  * Sets all the components of the margin of a #ClutterActor.
16291  *
16292  * Since: 1.10
16293  */
16294 void
16295 clutter_actor_set_margin (ClutterActor        *self,
16296                           const ClutterMargin *margin)
16297 {
16298   ClutterLayoutInfo *info;
16299   gboolean changed;
16300   GObject *obj;
16301
16302   g_return_if_fail (CLUTTER_IS_ACTOR (self));
16303   g_return_if_fail (margin != NULL);
16304
16305   obj = G_OBJECT (self);
16306   changed = FALSE;
16307
16308   g_object_freeze_notify (obj);
16309
16310   info = _clutter_actor_get_layout_info (self);
16311
16312   if (info->margin.top != margin->top)
16313     {
16314       info->margin.top = margin->top;
16315       g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_TOP]);
16316       changed = TRUE;
16317     }
16318
16319   if (info->margin.right != margin->right)
16320     {
16321       info->margin.right = margin->right;
16322       g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_RIGHT]);
16323       changed = TRUE;
16324     }
16325
16326   if (info->margin.bottom != margin->bottom)
16327     {
16328       info->margin.bottom = margin->bottom;
16329       g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_BOTTOM]);
16330       changed = TRUE;
16331     }
16332
16333   if (info->margin.left != margin->left)
16334     {
16335       info->margin.left = margin->left;
16336       g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_LEFT]);
16337       changed = TRUE;
16338     }
16339
16340   if (changed)
16341     clutter_actor_queue_relayout (self);
16342
16343   g_object_thaw_notify (obj);
16344 }
16345
16346 /**
16347  * clutter_actor_get_margin:
16348  * @self: a #ClutterActor
16349  * @margin: (out caller-allocates): return location for a #ClutterMargin
16350  *
16351  * Retrieves all the components of the margin of a #ClutterActor.
16352  *
16353  * Since: 1.10
16354  */
16355 void
16356 clutter_actor_get_margin (ClutterActor  *self,
16357                           ClutterMargin *margin)
16358 {
16359   const ClutterLayoutInfo *info;
16360
16361   g_return_if_fail (CLUTTER_IS_ACTOR (self));
16362   g_return_if_fail (margin != NULL);
16363
16364   info = _clutter_actor_get_layout_info_or_defaults (self);
16365
16366   *margin = info->margin;
16367 }
16368
16369 /**
16370  * clutter_actor_set_margin_top:
16371  * @self: a #ClutterActor
16372  * @margin: the top margin
16373  *
16374  * Sets the margin from the top of a #ClutterActor.
16375  *
16376  * Since: 1.10
16377  */
16378 void
16379 clutter_actor_set_margin_top (ClutterActor *self,
16380                               gfloat        margin)
16381 {
16382   ClutterLayoutInfo *info;
16383
16384   g_return_if_fail (CLUTTER_IS_ACTOR (self));
16385   g_return_if_fail (margin >= 0.f);
16386
16387   info = _clutter_actor_get_layout_info (self);
16388
16389   if (info->margin.top == margin)
16390     return;
16391
16392   info->margin.top = margin;
16393
16394   clutter_actor_queue_relayout (self);
16395
16396   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_TOP]);
16397 }
16398
16399 /**
16400  * clutter_actor_get_margin_top:
16401  * @self: a #ClutterActor
16402  *
16403  * Retrieves the top margin of a #ClutterActor.
16404  *
16405  * Return value: the top margin
16406  *
16407  * Since: 1.10
16408  */
16409 gfloat
16410 clutter_actor_get_margin_top (ClutterActor *self)
16411 {
16412   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
16413
16414   return _clutter_actor_get_layout_info_or_defaults (self)->margin.top;
16415 }
16416
16417 /**
16418  * clutter_actor_set_margin_bottom:
16419  * @self: a #ClutterActor
16420  * @margin: the bottom margin
16421  *
16422  * Sets the margin from the bottom of a #ClutterActor.
16423  *
16424  * Since: 1.10
16425  */
16426 void
16427 clutter_actor_set_margin_bottom (ClutterActor *self,
16428                                  gfloat        margin)
16429 {
16430   ClutterLayoutInfo *info;
16431
16432   g_return_if_fail (CLUTTER_IS_ACTOR (self));
16433   g_return_if_fail (margin >= 0.f);
16434
16435   info = _clutter_actor_get_layout_info (self);
16436
16437   if (info->margin.bottom == margin)
16438     return;
16439
16440   info->margin.bottom = margin;
16441
16442   clutter_actor_queue_relayout (self);
16443
16444   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_BOTTOM]);
16445 }
16446
16447 /**
16448  * clutter_actor_get_margin_bottom:
16449  * @self: a #ClutterActor
16450  *
16451  * Retrieves the bottom margin of a #ClutterActor.
16452  *
16453  * Return value: the bottom margin
16454  *
16455  * Since: 1.10
16456  */
16457 gfloat
16458 clutter_actor_get_margin_bottom (ClutterActor *self)
16459 {
16460   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
16461
16462   return _clutter_actor_get_layout_info_or_defaults (self)->margin.bottom;
16463 }
16464
16465 /**
16466  * clutter_actor_set_margin_left:
16467  * @self: a #ClutterActor
16468  * @margin: the left margin
16469  *
16470  * Sets the margin from the left of a #ClutterActor.
16471  *
16472  * Since: 1.10
16473  */
16474 void
16475 clutter_actor_set_margin_left (ClutterActor *self,
16476                                gfloat        margin)
16477 {
16478   ClutterLayoutInfo *info;
16479
16480   g_return_if_fail (CLUTTER_IS_ACTOR (self));
16481   g_return_if_fail (margin >= 0.f);
16482
16483   info = _clutter_actor_get_layout_info (self);
16484
16485   if (info->margin.left == margin)
16486     return;
16487
16488   info->margin.left = margin;
16489
16490   clutter_actor_queue_relayout (self);
16491
16492   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_LEFT]);
16493 }
16494
16495 /**
16496  * clutter_actor_get_margin_left:
16497  * @self: a #ClutterActor
16498  *
16499  * Retrieves the left margin of a #ClutterActor.
16500  *
16501  * Return value: the left margin
16502  *
16503  * Since: 1.10
16504  */
16505 gfloat
16506 clutter_actor_get_margin_left (ClutterActor *self)
16507 {
16508   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
16509
16510   return _clutter_actor_get_layout_info_or_defaults (self)->margin.left;
16511 }
16512
16513 /**
16514  * clutter_actor_set_margin_right:
16515  * @self: a #ClutterActor
16516  * @margin: the right margin
16517  *
16518  * Sets the margin from the right of a #ClutterActor.
16519  *
16520  * Since: 1.10
16521  */
16522 void
16523 clutter_actor_set_margin_right (ClutterActor *self,
16524                                 gfloat        margin)
16525 {
16526   ClutterLayoutInfo *info;
16527
16528   g_return_if_fail (CLUTTER_IS_ACTOR (self));
16529   g_return_if_fail (margin >= 0.f);
16530
16531   info = _clutter_actor_get_layout_info (self);
16532
16533   if (info->margin.right == margin)
16534     return;
16535
16536   info->margin.right = margin;
16537
16538   clutter_actor_queue_relayout (self);
16539
16540   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_RIGHT]);
16541 }
16542
16543 /**
16544  * clutter_actor_get_margin_right:
16545  * @self: a #ClutterActor
16546  *
16547  * Retrieves the right margin of a #ClutterActor.
16548  *
16549  * Return value: the right margin
16550  *
16551  * Since: 1.10
16552  */
16553 gfloat
16554 clutter_actor_get_margin_right (ClutterActor *self)
16555 {
16556   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
16557
16558   return _clutter_actor_get_layout_info_or_defaults (self)->margin.right;
16559 }
16560
16561 static inline void
16562 clutter_actor_set_background_color_internal (ClutterActor *self,
16563                                              const ClutterColor *color)
16564 {
16565   ClutterActorPrivate *priv = self->priv;
16566   GObject *obj;
16567
16568   if (priv->bg_color_set && clutter_color_equal (color, &priv->bg_color))
16569     return;
16570
16571   obj = G_OBJECT (self);
16572
16573   priv->bg_color = *color;
16574   priv->bg_color_set = TRUE;
16575
16576   clutter_actor_queue_redraw (self);
16577
16578   g_object_notify_by_pspec (obj, obj_props[PROP_BACKGROUND_COLOR_SET]);
16579   g_object_notify_by_pspec (obj, obj_props[PROP_BACKGROUND_COLOR]);
16580 }
16581
16582 /**
16583  * clutter_actor_set_background_color:
16584  * @self: a #ClutterActor
16585  * @color: (allow-none): a #ClutterColor, or %NULL to unset a previously
16586  *  set color
16587  *
16588  * Sets the background color of a #ClutterActor.
16589  *
16590  * The background color will be used to cover the whole allocation of the
16591  * actor. The default background color of an actor is transparent.
16592  *
16593  * To check whether an actor has a background color, you can use the
16594  * #ClutterActor:background-color-set actor property.
16595  *
16596  * The #ClutterActor:background-color property is animatable.
16597  *
16598  * Since: 1.10
16599  */
16600 void
16601 clutter_actor_set_background_color (ClutterActor       *self,
16602                                     const ClutterColor *color)
16603 {
16604   ClutterActorPrivate *priv;
16605   GObject *obj;
16606   GParamSpec *bg_color_pspec;
16607
16608   g_return_if_fail (CLUTTER_IS_ACTOR (self));
16609
16610   obj = G_OBJECT (self);
16611
16612   priv = self->priv;
16613
16614   if (color == NULL)
16615     {
16616       priv->bg_color_set = FALSE;
16617       g_object_notify_by_pspec (obj, obj_props[PROP_BACKGROUND_COLOR_SET]);
16618       clutter_actor_queue_redraw (self);
16619       return;
16620     }
16621
16622   bg_color_pspec = obj_props[PROP_BACKGROUND_COLOR];
16623   if (_clutter_actor_get_transition (self, bg_color_pspec) == NULL)
16624     {
16625       _clutter_actor_create_transition (self, bg_color_pspec,
16626                                         &priv->bg_color,
16627                                         color);
16628     }
16629   else
16630     _clutter_actor_update_transition (self, bg_color_pspec, color);
16631
16632   clutter_actor_queue_redraw (self);
16633 }
16634
16635 /**
16636  * clutter_actor_get_background_color:
16637  * @self: a #ClutterActor
16638  * @color: (out caller-allocates): return location for a #ClutterColor
16639  *
16640  * Retrieves the color set using clutter_actor_set_background_color().
16641  *
16642  * Since: 1.10
16643  */
16644 void
16645 clutter_actor_get_background_color (ClutterActor *self,
16646                                     ClutterColor *color)
16647 {
16648   g_return_if_fail (CLUTTER_IS_ACTOR (self));
16649   g_return_if_fail (color != NULL);
16650
16651   *color = self->priv->bg_color;
16652 }
16653
16654 /**
16655  * clutter_actor_get_previous_sibling:
16656  * @self: a #ClutterActor
16657  *
16658  * Retrieves the sibling of @self that comes before it in the list
16659  * of children of @self's parent.
16660  *
16661  * The returned pointer is only valid until the scene graph changes; it
16662  * is not safe to modify the list of children of @self while iterating
16663  * it.
16664  *
16665  * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
16666  *
16667  * Since: 1.10
16668  */
16669 ClutterActor *
16670 clutter_actor_get_previous_sibling (ClutterActor *self)
16671 {
16672   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
16673
16674   return self->priv->prev_sibling;
16675 }
16676
16677 /**
16678  * clutter_actor_get_next_sibling:
16679  * @self: a #ClutterActor
16680  *
16681  * Retrieves the sibling of @self that comes after it in the list
16682  * of children of @self's parent.
16683  *
16684  * The returned pointer is only valid until the scene graph changes; it
16685  * is not safe to modify the list of children of @self while iterating
16686  * it.
16687  *
16688  * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
16689  *
16690  * Since: 1.10
16691  */
16692 ClutterActor *
16693 clutter_actor_get_next_sibling (ClutterActor *self)
16694 {
16695   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
16696
16697   return self->priv->next_sibling;
16698 }
16699
16700 /**
16701  * clutter_actor_get_first_child:
16702  * @self: a #ClutterActor
16703  *
16704  * Retrieves the first child of @self.
16705  *
16706  * The returned pointer is only valid until the scene graph changes; it
16707  * is not safe to modify the list of children of @self while iterating
16708  * it.
16709  *
16710  * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
16711  *
16712  * Since: 1.10
16713  */
16714 ClutterActor *
16715 clutter_actor_get_first_child (ClutterActor *self)
16716 {
16717   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
16718
16719   return self->priv->first_child;
16720 }
16721
16722 /**
16723  * clutter_actor_get_last_child:
16724  * @self: a #ClutterActor
16725  *
16726  * Retrieves the last child of @self.
16727  *
16728  * The returned pointer is only valid until the scene graph changes; it
16729  * is not safe to modify the list of children of @self while iterating
16730  * it.
16731  *
16732  * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
16733  *
16734  * Since: 1.10
16735  */
16736 ClutterActor *
16737 clutter_actor_get_last_child (ClutterActor *self)
16738 {
16739   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
16740
16741   return self->priv->last_child;
16742 }
16743
16744 /* easy way to have properly named fields instead of the dummy ones
16745  * we use in the public structure
16746  */
16747 typedef struct _RealActorIter
16748 {
16749   ClutterActor *root;           /* dummy1 */
16750   ClutterActor *current;        /* dummy2 */
16751   gpointer padding_1;           /* dummy3 */
16752   gint age;                     /* dummy4 */
16753   gpointer padding_2;           /* dummy5 */
16754 } RealActorIter;
16755
16756 /**
16757  * clutter_actor_iter_init:
16758  * @iter: a #ClutterActorIter
16759  * @root: a #ClutterActor
16760  *
16761  * Initializes a #ClutterActorIter, which can then be used to iterate
16762  * efficiently over a section of the scene graph, and associates it
16763  * with @root.
16764  *
16765  * Modifying the scene graph section that contains @root will invalidate
16766  * the iterator.
16767  *
16768  * |[
16769  *   ClutterActorIter iter;
16770  *   ClutterActor *child;
16771  *
16772  *   clutter_actor_iter_init (&iter, container);
16773  *   while (clutter_actor_iter_next (&iter, &child))
16774  *     {
16775  *       /&ast; do something with child &ast;/
16776  *     }
16777  * ]|
16778  *
16779  * Since: 1.10
16780  */
16781 void
16782 clutter_actor_iter_init (ClutterActorIter *iter,
16783                          ClutterActor     *root)
16784 {
16785   RealActorIter *ri = (RealActorIter *) iter;
16786
16787   g_return_if_fail (iter != NULL);
16788   g_return_if_fail (CLUTTER_IS_ACTOR (root));
16789
16790   ri->root = root;
16791   ri->current = NULL;
16792   ri->age = root->priv->age;
16793 }
16794
16795 /**
16796  * clutter_actor_iter_next:
16797  * @iter: a #ClutterActorIter
16798  * @child: (out): return location for a #ClutterActor
16799  *
16800  * Advances the @iter and retrieves the next child of the root #ClutterActor
16801  * that was used to initialize the #ClutterActorIterator.
16802  *
16803  * If the iterator can advance, this function returns %TRUE and sets the
16804  * @child argument.
16805  *
16806  * If the iterator cannot advance, this function returns %FALSE, and
16807  * the contents of @child are undefined.
16808  *
16809  * Return value: %TRUE if the iterator could advance, and %FALSE otherwise.
16810  *
16811  * Since: 1.10
16812  */
16813 gboolean
16814 clutter_actor_iter_next (ClutterActorIter  *iter,
16815                          ClutterActor     **child)
16816 {
16817   RealActorIter *ri = (RealActorIter *) iter;
16818
16819   g_return_val_if_fail (iter != NULL, FALSE);
16820   g_return_val_if_fail (ri->root != NULL, FALSE);
16821 #ifndef G_DISABLE_ASSERT
16822   g_return_val_if_fail (ri->age == ri->root->priv->age, FALSE);
16823 #endif
16824
16825   if (ri->current == NULL)
16826     ri->current = ri->root->priv->first_child;
16827   else
16828     ri->current = ri->current->priv->next_sibling;
16829
16830   if (child != NULL)
16831     *child = ri->current;
16832
16833   return ri->current != NULL;
16834 }
16835
16836 /**
16837  * clutter_actor_iter_prev:
16838  * @iter: a #ClutterActorIter
16839  * @child: (out): return location for a #ClutterActor
16840  *
16841  * Advances the @iter and retrieves the previous child of the root
16842  * #ClutterActor that was used to initialize the #ClutterActorIterator.
16843  *
16844  * If the iterator can advance, this function returns %TRUE and sets the
16845  * @child argument.
16846  *
16847  * If the iterator cannot advance, this function returns %FALSE, and
16848  * the contents of @child are undefined.
16849  *
16850  * Return value: %TRUE if the iterator could advance, and %FALSE otherwise.
16851  *
16852  * Since: 1.10
16853  */
16854 gboolean
16855 clutter_actor_iter_prev (ClutterActorIter  *iter,
16856                          ClutterActor     **child)
16857 {
16858   RealActorIter *ri = (RealActorIter *) iter;
16859
16860   g_return_val_if_fail (iter != NULL, FALSE);
16861   g_return_val_if_fail (ri->root != NULL, FALSE);
16862 #ifndef G_DISABLE_ASSERT
16863   g_return_val_if_fail (ri->age == ri->root->priv->age, FALSE);
16864 #endif
16865
16866   if (ri->current == NULL)
16867     ri->current = ri->root->priv->last_child;
16868   else
16869     ri->current = ri->current->priv->prev_sibling;
16870
16871   if (child != NULL)
16872     *child = ri->current;
16873
16874   return ri->current != NULL;
16875 }
16876
16877 /**
16878  * clutter_actor_iter_remove:
16879  * @iter: a #ClutterActorIter
16880  *
16881  * Safely removes the #ClutterActor currently pointer to by the iterator
16882  * from its parent.
16883  *
16884  * This function can only be called after clutter_actor_iter_next() or
16885  * clutter_actor_iter_prev() returned %TRUE, and cannot be called more
16886  * than once for the same actor.
16887  *
16888  * This function will call clutter_actor_remove_child() internally.
16889  *
16890  * Since: 1.10
16891  */
16892 void
16893 clutter_actor_iter_remove (ClutterActorIter *iter)
16894 {
16895   RealActorIter *ri = (RealActorIter *) iter;
16896   ClutterActor *cur;
16897
16898   g_return_if_fail (iter != NULL);
16899   g_return_if_fail (ri->root != NULL);
16900 #ifndef G_DISABLE_ASSERT
16901   g_return_if_fail (ri->age == ri->root->priv->age);
16902 #endif
16903   g_return_if_fail (ri->current != NULL);
16904
16905   cur = ri->current;
16906
16907   if (cur != NULL)
16908     {
16909       ri->current = cur->priv->prev_sibling;
16910
16911       clutter_actor_remove_child_internal (ri->root, cur,
16912                                            REMOVE_CHILD_DEFAULT_FLAGS);
16913
16914       ri->age += 1;
16915     }
16916 }
16917
16918 /**
16919  * clutter_actor_iter_destroy:
16920  * @iter: a #ClutterActorIter
16921  *
16922  * Safely destroys the #ClutterActor currently pointer to by the iterator
16923  * from its parent.
16924  *
16925  * This function can only be called after clutter_actor_iter_next() or
16926  * clutter_actor_iter_prev() returned %TRUE, and cannot be called more
16927  * than once for the same actor.
16928  *
16929  * This function will call clutter_actor_destroy() internally.
16930  *
16931  * Since: 1.10
16932  */
16933 void
16934 clutter_actor_iter_destroy (ClutterActorIter *iter)
16935 {
16936   RealActorIter *ri = (RealActorIter *) iter;
16937   ClutterActor *cur;
16938
16939   g_return_if_fail (iter != NULL);
16940   g_return_if_fail (ri->root != NULL);
16941 #ifndef G_DISABLE_ASSERT
16942   g_return_if_fail (ri->age == ri->root->priv->age);
16943 #endif
16944   g_return_if_fail (ri->current != NULL);
16945
16946   cur = ri->current;
16947
16948   if (cur != NULL)
16949     {
16950       ri->current = cur->priv->prev_sibling;
16951
16952       clutter_actor_destroy (cur);
16953
16954       ri->age += 1;
16955     }
16956 }
16957
16958 static const ClutterAnimationInfo default_animation_info = {
16959   NULL,         /* transitions */
16960   NULL,         /* states */
16961   NULL,         /* cur_state */
16962 };
16963
16964 static void
16965 clutter_animation_info_free (gpointer data)
16966 {
16967   if (data != NULL)
16968     {
16969       ClutterAnimationInfo *info = data;
16970
16971       if (info->transitions != NULL)
16972         g_hash_table_unref (info->transitions);
16973
16974       if (info->states != NULL)
16975         g_array_unref (info->states);
16976
16977       g_slice_free (ClutterAnimationInfo, info);
16978     }
16979 }
16980
16981 const ClutterAnimationInfo *
16982 _clutter_actor_get_animation_info_or_defaults (ClutterActor *self)
16983 {
16984   const ClutterAnimationInfo *res;
16985   GObject *obj = G_OBJECT (self);
16986
16987   res = g_object_get_qdata (obj, quark_actor_animation_info);
16988   if (res != NULL)
16989     return res;
16990
16991   return &default_animation_info;
16992 }
16993
16994 ClutterAnimationInfo *
16995 _clutter_actor_get_animation_info (ClutterActor *self)
16996 {
16997   GObject *obj = G_OBJECT (self);
16998   ClutterAnimationInfo *res;
16999
17000   res = g_object_get_qdata (obj, quark_actor_animation_info);
17001   if (res == NULL)
17002     {
17003       res = g_slice_new (ClutterAnimationInfo);
17004
17005       *res = default_animation_info;
17006
17007       g_object_set_qdata_full (obj, quark_actor_animation_info,
17008                                res,
17009                                clutter_animation_info_free);
17010     }
17011
17012   return res;
17013 }
17014
17015 ClutterTransition *
17016 _clutter_actor_get_transition (ClutterActor *actor,
17017                                GParamSpec   *pspec)
17018 {
17019   const ClutterAnimationInfo *info;
17020
17021   info = _clutter_actor_get_animation_info_or_defaults (actor);
17022
17023   if (info->transitions == NULL)
17024     return NULL;
17025
17026   return g_hash_table_lookup (info->transitions, pspec->name);
17027 }
17028
17029 typedef struct _TransitionClosure
17030 {
17031   ClutterActor *actor;
17032   ClutterTransition *transition;
17033   gchar *name;
17034   gulong completed_id;
17035 } TransitionClosure;
17036
17037 static void
17038 transition_closure_free (gpointer data)
17039 {
17040   if (G_LIKELY (data != NULL))
17041     {
17042       TransitionClosure *clos = data;
17043       ClutterTimeline *timeline;
17044
17045       timeline = CLUTTER_TIMELINE (clos->transition);
17046
17047       if (clutter_timeline_is_playing (timeline))
17048         clutter_timeline_stop (timeline);
17049
17050       g_signal_handler_disconnect (clos->transition, clos->completed_id);
17051
17052       g_object_unref (clos->transition);
17053       g_free (clos->name);
17054
17055       g_slice_free (TransitionClosure, clos);
17056     }
17057 }
17058
17059 static void
17060 on_transition_completed (ClutterTransition *transition,
17061                          TransitionClosure *clos)
17062 {
17063   ClutterActor *actor = clos->actor;
17064   ClutterAnimationInfo *info;
17065
17066   /* reset the caches used by animations */
17067   clutter_actor_store_content_box (actor, NULL);
17068
17069   info = _clutter_actor_get_animation_info (actor);
17070
17071   /* this will take care of cleaning clos for us */
17072   if (!clutter_transition_get_remove_on_complete (transition))
17073     {
17074       /* we take a reference here because removing the closure
17075        * will release the reference on the transition, and we
17076        * want the transition to survive the signal emission;
17077        * the master clock will release the laste reference at
17078        * the end of the frame processing.
17079        */
17080       g_object_ref (transition);
17081       g_hash_table_remove (info->transitions, clos->name);
17082     }
17083   else
17084     {
17085       ClutterTimeline *timeline = CLUTTER_TIMELINE (transition);
17086       gint n_repeats, cur_repeat;
17087
17088       /* ensure that we remove the transition only at the end
17089        * of its run; we emit ::completed for every repeat
17090        */
17091
17092       n_repeats = clutter_timeline_get_repeat_count (timeline);
17093       cur_repeat = clutter_timeline_get_current_repeat (timeline);
17094
17095       if (cur_repeat == n_repeats)
17096         {
17097           /* see the comment above on why this ref() is necessary */
17098           g_object_ref (transition);
17099           g_hash_table_remove (info->transitions, clos->name);
17100         }
17101     }
17102
17103   /* if it's the last transition then we clean up */
17104   if (g_hash_table_size (info->transitions) == 0)
17105     {
17106       g_hash_table_unref (info->transitions);
17107       info->transitions = NULL;
17108
17109       CLUTTER_NOTE (ANIMATION, "Transitions for '%s' completed",
17110                     _clutter_actor_get_debug_name (actor));
17111
17112       g_signal_emit (actor, actor_signals[TRANSITIONS_COMPLETED], 0);
17113     }
17114 }
17115
17116 void
17117 _clutter_actor_update_transition (ClutterActor *actor,
17118                                   GParamSpec   *pspec,
17119                                   ...)
17120 {
17121   TransitionClosure *clos;
17122   ClutterTimeline *timeline;
17123   ClutterInterval *interval;
17124   const ClutterAnimationInfo *info;
17125   va_list var_args;
17126   GType ptype;
17127   GValue initial = G_VALUE_INIT;
17128   GValue final = G_VALUE_INIT;
17129   char *error = NULL;
17130
17131   info = _clutter_actor_get_animation_info_or_defaults (actor);
17132
17133   if (info->transitions == NULL)
17134     return;
17135
17136   clos = g_hash_table_lookup (info->transitions, pspec->name);
17137   if (clos == NULL)
17138     return;
17139
17140   timeline = CLUTTER_TIMELINE (clos->transition);
17141
17142   va_start (var_args, pspec);
17143
17144   ptype = G_PARAM_SPEC_VALUE_TYPE (pspec);
17145
17146   g_value_init (&initial, ptype);
17147   clutter_animatable_get_initial_state (CLUTTER_ANIMATABLE (actor),
17148                                         pspec->name,
17149                                         &initial);
17150
17151   G_VALUE_COLLECT_INIT (&final, ptype, var_args, 0, &error);
17152   if (error != NULL)
17153     {
17154       g_critical ("%s: %s", G_STRLOC, error);
17155       g_free (error);
17156       goto out;
17157     }
17158
17159   interval = clutter_transition_get_interval (clos->transition);
17160   clutter_interval_set_initial_value (interval, &initial);
17161   clutter_interval_set_final_value (interval, &final);
17162
17163   /* if we're updating with an easing duration of zero milliseconds,
17164    * we just jump the timeline to the end and let it run its course
17165    */
17166   if (info->cur_state != NULL &&
17167       info->cur_state->easing_duration != 0)
17168     {
17169       guint cur_duration = clutter_timeline_get_duration (timeline);
17170       ClutterAnimationMode cur_mode =
17171         clutter_timeline_get_progress_mode (timeline);
17172
17173       if (cur_duration != info->cur_state->easing_duration)
17174         clutter_timeline_set_duration (timeline, info->cur_state->easing_duration);
17175
17176       if (cur_mode != info->cur_state->easing_mode)
17177         clutter_timeline_set_progress_mode (timeline, info->cur_state->easing_mode);
17178
17179       clutter_timeline_rewind (timeline);
17180     }
17181   else
17182     {
17183       guint duration = clutter_timeline_get_duration (timeline);
17184
17185       clutter_timeline_advance (timeline, duration);
17186     }
17187
17188 out:
17189   g_value_unset (&initial);
17190   g_value_unset (&final);
17191
17192   va_end (var_args);
17193 }
17194
17195 /*< private >*
17196  * _clutter_actor_create_transition:
17197  * @actor: a #ClutterActor
17198  * @pspec: the property used for the transition
17199  * @...: initial and final state
17200  *
17201  * Creates a #ClutterTransition for the property represented by @pspec.
17202  *
17203  * Return value: a #ClutterTransition
17204  */
17205 ClutterTransition *
17206 _clutter_actor_create_transition (ClutterActor *actor,
17207                                   GParamSpec   *pspec,
17208                                   ...)
17209 {
17210   ClutterAnimationInfo *info;
17211   ClutterTransition *res = NULL;
17212   gboolean call_restore = FALSE;
17213   TransitionClosure *clos;
17214   va_list var_args;
17215
17216   info = _clutter_actor_get_animation_info (actor);
17217
17218   /* XXX - this will go away in 2.0
17219    *
17220    * if no state has been pushed, we assume that the easing state is
17221    * in "compatibility mode": all transitions have a duration of 0
17222    * msecs, which means that they happen immediately. in Clutter 2.0
17223    * this will turn into a g_assert(info->states != NULL), as every
17224    * actor will start with a predefined easing state
17225    */
17226   if (info->states == NULL)
17227     {
17228       clutter_actor_save_easing_state (actor);
17229       clutter_actor_set_easing_duration (actor, 0);
17230       call_restore = TRUE;
17231     }
17232
17233   if (info->transitions == NULL)
17234     info->transitions = g_hash_table_new_full (g_str_hash, g_str_equal,
17235                                                NULL,
17236                                                transition_closure_free);
17237
17238   va_start (var_args, pspec);
17239
17240   clos = g_hash_table_lookup (info->transitions, pspec->name);
17241   if (clos == NULL)
17242     {
17243       ClutterInterval *interval;
17244       GValue initial = G_VALUE_INIT;
17245       GValue final = G_VALUE_INIT;
17246       GType ptype;
17247       char *error;
17248
17249       ptype = G_PARAM_SPEC_VALUE_TYPE (pspec);
17250
17251       G_VALUE_COLLECT_INIT (&initial, ptype,
17252                             var_args, 0,
17253                             &error);
17254       if (error != NULL)
17255         {
17256           g_critical ("%s: %s", G_STRLOC, error);
17257           g_free (error);
17258           goto out;
17259         }
17260
17261       G_VALUE_COLLECT_INIT (&final, ptype,
17262                             var_args, 0,
17263                             &error);
17264
17265       if (error != NULL)
17266         {
17267           g_critical ("%s: %s", G_STRLOC, error);
17268           g_value_unset (&initial);
17269           g_free (error);
17270           goto out;
17271         }
17272
17273       /* if the current easing state has a duration of 0, then we don't
17274        * bother to create the transition, and we just set the final value
17275        * directly on the actor; we don't go through the Animatable
17276        * interface because we know we got here through an animatable
17277        * property.
17278        */
17279       if (info->cur_state->easing_duration == 0)
17280         {
17281           clutter_actor_set_animatable_property (actor,
17282                                                  pspec->param_id,
17283                                                  &final,
17284                                                  pspec);
17285           g_value_unset (&initial);
17286           g_value_unset (&final);
17287
17288           goto out;
17289         }
17290
17291       interval = clutter_interval_new_with_values (ptype, &initial, &final);
17292
17293       g_value_unset (&initial);
17294       g_value_unset (&final);
17295
17296       res = clutter_property_transition_new (pspec->name);
17297
17298       clutter_transition_set_interval (res, interval);
17299       clutter_transition_set_remove_on_complete (res, TRUE);
17300
17301       /* this will start the transition as well */
17302       clutter_actor_add_transition (actor, pspec->name, res);
17303
17304       /* the actor now owns the transition */
17305       g_object_unref (res);
17306     }
17307   else
17308     res = clos->transition;
17309
17310 out:
17311   if (call_restore)
17312     clutter_actor_restore_easing_state (actor);
17313
17314   va_end (var_args);
17315
17316   return res;
17317 }
17318
17319 /**
17320  * clutter_actor_add_transition:
17321  * @self: a #ClutterActor
17322  * @name: the name of the transition to add
17323  * @transition: the #ClutterTransition to add
17324  *
17325  * Adds a @transition to the #ClutterActor's list of animations.
17326  *
17327  * The @name string is a per-actor unique identifier of the @transition: only
17328  * one #ClutterTransition can be associated to the specified @name.
17329  *
17330  * The @transition will be given the easing duration, mode, and delay
17331  * associated to the actor's current easing state; it is possible to modify
17332  * these values after calling clutter_actor_add_transition().
17333  *
17334  * The @transition will be started once added.
17335  *
17336  * This function will take a reference on the @transition.
17337  *
17338  * This function is usually called implicitly when modifying an animatable
17339  * property.
17340  *
17341  * Since: 1.10
17342  */
17343 void
17344 clutter_actor_add_transition (ClutterActor      *self,
17345                               const char        *name,
17346                               ClutterTransition *transition)
17347 {
17348   ClutterTimeline *timeline;
17349   TransitionClosure *clos;
17350   ClutterAnimationInfo *info;
17351
17352   g_return_if_fail (CLUTTER_IS_ACTOR (self));
17353   g_return_if_fail (name != NULL);
17354   g_return_if_fail (CLUTTER_IS_TRANSITION (transition));
17355
17356   info = _clutter_actor_get_animation_info (self);
17357
17358   if (info->cur_state == NULL)
17359     {
17360       g_warning ("No easing state is defined for the actor '%s'; you "
17361                  "must call clutter_actor_save_easing_state() before "
17362                  "calling clutter_actor_add_transition().",
17363                  _clutter_actor_get_debug_name (self));
17364       return;
17365     }
17366
17367   if (info->transitions == NULL)
17368     info->transitions = g_hash_table_new_full (g_str_hash, g_str_equal,
17369                                                NULL,
17370                                                transition_closure_free);
17371
17372   if (g_hash_table_lookup (info->transitions, name) != NULL)
17373     {
17374       g_warning ("A transition with name '%s' already exists for "
17375                  "the actor '%s'",
17376                  name,
17377                  _clutter_actor_get_debug_name (self));
17378       return;
17379     }
17380
17381   clutter_transition_set_animatable (transition, CLUTTER_ANIMATABLE (self));
17382
17383   timeline = CLUTTER_TIMELINE (transition);
17384
17385   clutter_timeline_set_delay (timeline, info->cur_state->easing_delay);
17386   clutter_timeline_set_duration (timeline, info->cur_state->easing_duration);
17387   clutter_timeline_set_progress_mode (timeline, info->cur_state->easing_mode);
17388
17389   clos = g_slice_new (TransitionClosure);
17390   clos->actor = self;
17391   clos->transition = g_object_ref (transition);
17392   clos->name = g_strdup (name);
17393   clos->completed_id = g_signal_connect (timeline, "completed",
17394                                          G_CALLBACK (on_transition_completed),
17395                                          clos);
17396
17397   CLUTTER_NOTE (ANIMATION,
17398                 "Adding transition '%s' [%p] to actor '%s'",
17399                 clos->name,
17400                 clos->transition,
17401                 _clutter_actor_get_debug_name (self));
17402
17403   g_hash_table_insert (info->transitions, clos->name, clos);
17404   clutter_timeline_start (timeline);
17405 }
17406
17407 /**
17408  * clutter_actor_remove_transition:
17409  * @self: a #ClutterActor
17410  * @name: the name of the transition to remove
17411  *
17412  * Removes the transition stored inside a #ClutterActor using @name
17413  * identifier.
17414  *
17415  * If the transition is currently in progress, it will be stopped.
17416  *
17417  * This function releases the reference acquired when the transition
17418  * was added to the #ClutterActor.
17419  *
17420  * Since: 1.10
17421  */
17422 void
17423 clutter_actor_remove_transition (ClutterActor *self,
17424                                  const char   *name)
17425 {
17426   const ClutterAnimationInfo *info;
17427
17428   g_return_if_fail (CLUTTER_IS_ACTOR (self));
17429   g_return_if_fail (name != NULL);
17430
17431   info = _clutter_actor_get_animation_info_or_defaults (self);
17432
17433   if (info->transitions == NULL)
17434     return;
17435
17436   g_hash_table_remove (info->transitions, name);
17437 }
17438
17439 /**
17440  * clutter_actor_remove_all_transitions:
17441  * @self: a #ClutterActor
17442  *
17443  * Removes all transitions associated to @self.
17444  *
17445  * Since: 1.10
17446  */
17447 void
17448 clutter_actor_remove_all_transitions (ClutterActor *self)
17449 {
17450   const ClutterAnimationInfo *info;
17451
17452   g_return_if_fail (CLUTTER_IS_ACTOR (self));
17453
17454   info = _clutter_actor_get_animation_info_or_defaults (self);
17455   if (info->transitions == NULL)
17456     return;
17457
17458   g_hash_table_remove_all (info->transitions);
17459 }
17460
17461 /**
17462  * clutter_actor_set_easing_duration:
17463  * @self: a #ClutterActor
17464  * @msecs: the duration of the easing, or %NULL
17465  *
17466  * Sets the duration of the tweening for animatable properties
17467  * of @self for the current easing state.
17468  *
17469  * Since: 1.10
17470  */
17471 void
17472 clutter_actor_set_easing_duration (ClutterActor *self,
17473                                    guint         msecs)
17474 {
17475   ClutterAnimationInfo *info;
17476
17477   g_return_if_fail (CLUTTER_IS_ACTOR (self));
17478
17479   info = _clutter_actor_get_animation_info (self);
17480
17481   if (info->cur_state == NULL)
17482     {
17483       g_warning ("You must call clutter_actor_save_easing_state() prior "
17484                  "to calling clutter_actor_set_easing_duration().");
17485       return;
17486     }
17487
17488   if (info->cur_state->easing_duration != msecs)
17489     info->cur_state->easing_duration = msecs;
17490 }
17491
17492 /**
17493  * clutter_actor_get_easing_duration:
17494  * @self: a #ClutterActor
17495  *
17496  * Retrieves the duration of the tweening for animatable
17497  * properties of @self for the current easing state.
17498  *
17499  * Return value: the duration of the tweening, in milliseconds
17500  *
17501  * Since: 1.10
17502  */
17503 guint
17504 clutter_actor_get_easing_duration (ClutterActor *self)
17505 {
17506   const ClutterAnimationInfo *info;
17507
17508   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
17509
17510   info = _clutter_actor_get_animation_info_or_defaults (self);
17511
17512   if (info->cur_state != NULL)
17513     return info->cur_state->easing_duration;
17514
17515   return 0;
17516 }
17517
17518 /**
17519  * clutter_actor_set_easing_mode:
17520  * @self: a #ClutterActor
17521  * @mode: an easing mode, excluding %CLUTTER_CUSTOM_MODE
17522  *
17523  * Sets the easing mode for the tweening of animatable properties
17524  * of @self.
17525  *
17526  * Since: 1.10
17527  */
17528 void
17529 clutter_actor_set_easing_mode (ClutterActor         *self,
17530                                ClutterAnimationMode  mode)
17531 {
17532   ClutterAnimationInfo *info;
17533
17534   g_return_if_fail (CLUTTER_IS_ACTOR (self));
17535   g_return_if_fail (mode != CLUTTER_CUSTOM_MODE);
17536   g_return_if_fail (mode < CLUTTER_ANIMATION_LAST);
17537
17538   info = _clutter_actor_get_animation_info (self);
17539
17540   if (info->cur_state == NULL)
17541     {
17542       g_warning ("You must call clutter_actor_save_easing_state() prior "
17543                  "to calling clutter_actor_set_easing_mode().");
17544       return;
17545     }
17546
17547   if (info->cur_state->easing_mode != mode)
17548     info->cur_state->easing_mode = mode;
17549 }
17550
17551 /**
17552  * clutter_actor_get_easing_mode:
17553  * @self: a #ClutterActor
17554  *
17555  * Retrieves the easing mode for the tweening of animatable properties
17556  * of @self for the current easing state.
17557  *
17558  * Return value: an easing mode
17559  *
17560  * Since: 1.10
17561  */
17562 ClutterAnimationMode
17563 clutter_actor_get_easing_mode (ClutterActor *self)
17564 {
17565   const ClutterAnimationInfo *info;
17566
17567   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_EASE_OUT_CUBIC);
17568
17569   info = _clutter_actor_get_animation_info_or_defaults (self);
17570
17571   if (info->cur_state != NULL)
17572     return info->cur_state->easing_mode;
17573
17574   return CLUTTER_EASE_OUT_CUBIC;
17575 }
17576
17577 /**
17578  * clutter_actor_set_easing_delay:
17579  * @self: a #ClutterActor
17580  * @msecs: the delay before the start of the tweening, in milliseconds
17581  *
17582  * Sets the delay that should be applied before tweening animatable
17583  * properties.
17584  *
17585  * Since: 1.10
17586  */
17587 void
17588 clutter_actor_set_easing_delay (ClutterActor *self,
17589                                 guint         msecs)
17590 {
17591   ClutterAnimationInfo *info;
17592
17593   g_return_if_fail (CLUTTER_IS_ACTOR (self));
17594
17595   info = _clutter_actor_get_animation_info (self);
17596
17597   if (info->cur_state == NULL)
17598     {
17599       g_warning ("You must call clutter_actor_save_easing_state() prior "
17600                  "to calling clutter_actor_set_easing_delay().");
17601       return;
17602     }
17603
17604   if (info->cur_state->easing_delay != msecs)
17605     info->cur_state->easing_delay = msecs;
17606 }
17607
17608 /**
17609  * clutter_actor_get_easing_delay:
17610  * @self: a #ClutterActor
17611  *
17612  * Retrieves the delay that should be applied when tweening animatable
17613  * properties.
17614  *
17615  * Return value: a delay, in milliseconds
17616  *
17617  * Since: 1.10
17618  */
17619 guint
17620 clutter_actor_get_easing_delay (ClutterActor *self)
17621 {
17622   const ClutterAnimationInfo *info;
17623
17624   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
17625
17626   info = _clutter_actor_get_animation_info_or_defaults (self);
17627
17628   if (info->cur_state != NULL)
17629     return info->cur_state->easing_delay;
17630
17631   return 0;
17632 }
17633
17634 /**
17635  * clutter_actor_get_transition:
17636  * @self: a #ClutterActor
17637  * @name: the name of the transition
17638  *
17639  * Retrieves the #ClutterTransition of a #ClutterActor by using the
17640  * transition @name.
17641  *
17642  * Transitions created for animatable properties use the name of the
17643  * property itself, for instance the code below:
17644  *
17645  * |[
17646  *   clutter_actor_set_easing_duration (actor, 1000);
17647  *   clutter_actor_set_rotation (actor, CLUTTER_Y_AXIS, 360.0, x, y, z);
17648  *
17649  *   transition = clutter_actor_get_transition (actor, "rotation-angle-y");
17650  *   g_signal_connect (transition, "completed",
17651  *                     G_CALLBACK (on_transition_complete),
17652  *                     actor);
17653  * ]|
17654  *
17655  * will call the <function>on_transition_complete</function> callback when
17656  * the transition is complete.
17657  *
17658  * Return value: (transfer none): a #ClutterTransition, or %NULL is none
17659  *   was found to match the passed name; the returned instance is owned
17660  *   by Clutter and it should not be freed
17661  *
17662  * Since: 1.10
17663  */
17664 ClutterTransition *
17665 clutter_actor_get_transition (ClutterActor *self,
17666                               const char   *name)
17667 {
17668   TransitionClosure *clos;
17669   const ClutterAnimationInfo *info;
17670
17671   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
17672   g_return_val_if_fail (name != NULL, NULL);
17673
17674   info = _clutter_actor_get_animation_info_or_defaults (self);
17675   if (info->transitions == NULL)
17676     return NULL;
17677
17678   clos = g_hash_table_lookup (info->transitions, name);
17679   if (clos == NULL)
17680     return NULL;
17681
17682   return clos->transition;
17683 }
17684
17685 /**
17686  * clutter_actor_save_easing_state:
17687  * @self: a #ClutterActor
17688  *
17689  * Saves the current easing state for animatable properties, and creates
17690  * a new state with the default values for easing mode and duration.
17691  *
17692  * Since: 1.10
17693  */
17694 void
17695 clutter_actor_save_easing_state (ClutterActor *self)
17696 {
17697   ClutterAnimationInfo *info;
17698   AState new_state;
17699
17700   g_return_if_fail (CLUTTER_IS_ACTOR (self));
17701
17702   info = _clutter_actor_get_animation_info (self);
17703
17704   if (info->states == NULL)
17705     info->states = g_array_new (FALSE, FALSE, sizeof (AState));
17706
17707   new_state.easing_mode = CLUTTER_EASE_OUT_CUBIC;
17708   new_state.easing_duration = 250;
17709   new_state.easing_delay = 0;
17710
17711   g_array_append_val (info->states, new_state);
17712
17713   info->cur_state = &g_array_index (info->states, AState, info->states->len - 1);
17714 }
17715
17716 /**
17717  * clutter_actor_restore_easing_state:
17718  * @self: a #ClutterActor
17719  *
17720  * Restores the easing state as it was prior to a call to
17721  * clutter_actor_save_easing_state().
17722  *
17723  * Since: 1.10
17724  */
17725 void
17726 clutter_actor_restore_easing_state (ClutterActor *self)
17727 {
17728   ClutterAnimationInfo *info;
17729
17730   g_return_if_fail (CLUTTER_IS_ACTOR (self));
17731
17732   info = _clutter_actor_get_animation_info (self);
17733
17734   if (info->states == NULL)
17735     {
17736       g_critical ("The function clutter_actor_restore_easing_state() has "
17737                   "called without a previous call to "
17738                   "clutter_actor_save_easing_state().");
17739       return;
17740     }
17741
17742   g_array_remove_index (info->states, info->states->len - 1);
17743
17744   if (info->states->len > 0)
17745     info->cur_state = &g_array_index (info->states, AState, info->states->len - 1);
17746   else
17747     {
17748       g_array_unref (info->states);
17749       info->states = NULL;
17750       info->cur_state = NULL;
17751     }
17752 }
17753
17754 /**
17755  * clutter_actor_set_content:
17756  * @self: a #ClutterActor
17757  * @content: (allow-none): a #ClutterContent, or %NULL
17758  *
17759  * Sets the contents of a #ClutterActor.
17760  *
17761  * Since: 1.10
17762  */
17763 void
17764 clutter_actor_set_content (ClutterActor   *self,
17765                            ClutterContent *content)
17766 {
17767   ClutterActorPrivate *priv;
17768
17769   g_return_if_fail (CLUTTER_IS_ACTOR (self));
17770   g_return_if_fail (content == NULL || CLUTTER_IS_CONTENT (content));
17771
17772   priv = self->priv;
17773
17774   if (priv->content != NULL)
17775     {
17776       _clutter_content_detached (priv->content, self);
17777       g_clear_object (&priv->content);
17778     }
17779
17780   priv->content = content;
17781
17782   if (priv->content != NULL)
17783     {
17784       g_object_ref (priv->content);
17785       _clutter_content_attached (priv->content, self);
17786     }
17787
17788   /* given that the content is always painted within the allocation,
17789    * we only need to queue a redraw here
17790    */
17791   clutter_actor_queue_redraw (self);
17792
17793   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONTENT]);
17794
17795   /* if the content gravity is not resize-fill, and the new content has a
17796    * different preferred size than the previous one, then the content box
17797    * may have been changed. since we compute that lazily, we just notify
17798    * here, and let whomever watches :content-box do whatever they need to
17799    * do.
17800    */
17801   if (priv->content_gravity != CLUTTER_CONTENT_GRAVITY_RESIZE_FILL)
17802     g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONTENT_BOX]);
17803 }
17804
17805 /**
17806  * clutter_actor_get_content:
17807  * @self: a #ClutterActor
17808  *
17809  * Retrieves the contents of @self.
17810  *
17811  * Return value: (transfer none): a pointer to the #ClutterContent instance,
17812  *   or %NULL if none was set
17813  *
17814  * Since: 1.10
17815  */
17816 ClutterContent *
17817 clutter_actor_get_content (ClutterActor *self)
17818 {
17819   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
17820
17821   return self->priv->content;
17822 }
17823
17824 /**
17825  * clutter_actor_set_content_gravity:
17826  * @self: a #ClutterActor
17827  * @gravity: the #ClutterContentGravity
17828  *
17829  * Sets the gravity of the #ClutterContent used by @self.
17830  *
17831  * See the description of the #ClutterActor:content-gravity property for
17832  * more information.
17833  *
17834  * The #ClutterActor:content-gravity property is animatable.
17835  *
17836  * Since: 1.10
17837  */
17838 void
17839 clutter_actor_set_content_gravity (ClutterActor *self,
17840                                    ClutterContentGravity  gravity)
17841 {
17842   ClutterActorPrivate *priv;
17843
17844   g_return_if_fail (CLUTTER_IS_ACTOR (self));
17845
17846   priv = self->priv;
17847
17848   if (priv->content_gravity == gravity)
17849     return;
17850
17851   priv->content_box_valid = FALSE;
17852
17853   if (_clutter_actor_get_transition (self, obj_props[PROP_CONTENT_BOX]) == NULL)
17854     {
17855       ClutterActorBox from_box, to_box;
17856
17857       clutter_actor_get_content_box (self, &from_box);
17858
17859       priv->content_gravity = gravity;
17860
17861       clutter_actor_get_content_box (self, &to_box);
17862
17863       _clutter_actor_create_transition (self, obj_props[PROP_CONTENT_BOX],
17864                                         &from_box,
17865                                         &to_box);
17866     }
17867   else
17868     {
17869       ClutterActorBox to_box;
17870
17871       priv->content_gravity = gravity;
17872
17873       clutter_actor_get_content_box (self, &to_box);
17874
17875       _clutter_actor_update_transition (self, obj_props[PROP_CONTENT_BOX],
17876                                         &to_box);
17877     }
17878
17879   clutter_actor_queue_redraw (self);
17880
17881   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONTENT_GRAVITY]);
17882 }
17883
17884 /**
17885  * clutter_actor_get_content_gravity:
17886  * @self: a #ClutterActor
17887  *
17888  * Retrieves the content gravity as set using
17889  * clutter_actor_get_content_gravity().
17890  *
17891  * Return value: the content gravity
17892  *
17893  * Since: 1.10
17894  */
17895 ClutterContentGravity
17896 clutter_actor_get_content_gravity (ClutterActor *self)
17897 {
17898   g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
17899                         CLUTTER_CONTENT_GRAVITY_RESIZE_FILL);
17900
17901   return self->priv->content_gravity;
17902 }
17903
17904 /**
17905  * clutter_actor_get_content_box:
17906  * @self: a #ClutterActor
17907  * @box: (out caller-allocates): the return location for the bounding
17908  *   box for the #ClutterContent
17909  *
17910  * Retrieves the bounding box for the #ClutterContent of @self.
17911  *
17912  * The bounding box is relative to the actor's allocation.
17913  *
17914  * If no #ClutterContent is set for @self, or if @self has not been
17915  * allocated yet, then the result is undefined.
17916  *
17917  * The content box is guaranteed to be, at most, as big as the allocation
17918  * of the #ClutterActor.
17919  *
17920  * If the #ClutterContent used by the actor has a preferred size, then
17921  * it is possible to modify the content box by using the
17922  * #ClutterActor:content-gravity property.
17923  *
17924  * Since: 1.10
17925  */
17926 void
17927 clutter_actor_get_content_box (ClutterActor    *self,
17928                                ClutterActorBox *box)
17929 {
17930   ClutterActorPrivate *priv;
17931   gfloat content_w, content_h;
17932   gfloat alloc_w, alloc_h;
17933
17934   g_return_if_fail (CLUTTER_IS_ACTOR (self));
17935   g_return_if_fail (box != NULL);
17936
17937   priv = self->priv;
17938
17939   box->x1 = 0.f;
17940   box->y1 = 0.f;
17941   box->x2 = priv->allocation.x2 - priv->allocation.x1;
17942   box->y2 = priv->allocation.y2 - priv->allocation.y1;
17943
17944   if (priv->content_box_valid)
17945     {
17946       *box = priv->content_box;
17947       return;
17948     }
17949
17950   /* no need to do any more work */
17951   if (priv->content_gravity == CLUTTER_CONTENT_GRAVITY_RESIZE_FILL)
17952     return;
17953
17954   if (priv->content == NULL)
17955     return;
17956
17957   /* if the content does not have a preferred size then there is
17958    * no point in computing the content box
17959    */
17960   if (!clutter_content_get_preferred_size (priv->content,
17961                                            &content_w,
17962                                            &content_h))
17963     return;
17964
17965   alloc_w = box->x2;
17966   alloc_h = box->y2;
17967
17968   switch (priv->content_gravity)
17969     {
17970     case CLUTTER_CONTENT_GRAVITY_TOP_LEFT:
17971       box->x2 = box->x1 + MIN (content_w, alloc_w);
17972       box->y2 = box->y1 + MIN (content_h, alloc_h);
17973       break;
17974
17975     case CLUTTER_CONTENT_GRAVITY_TOP:
17976       if (alloc_w > content_w)
17977         {
17978           box->x1 += ceilf ((alloc_w - content_w) / 2.0);
17979           box->x2 = box->x1 + content_w;
17980         }
17981       box->y2 = box->y1 + MIN (content_h, alloc_h);
17982       break;
17983
17984     case CLUTTER_CONTENT_GRAVITY_TOP_RIGHT:
17985       if (alloc_w > content_w)
17986         {
17987           box->x1 += (alloc_w - content_w);
17988           box->x2 = box->x1 + content_w;
17989         }
17990       box->y2 = box->y1 + MIN (content_h, alloc_h);
17991       break;
17992
17993     case CLUTTER_CONTENT_GRAVITY_LEFT:
17994       box->x2 = box->x1 + MIN (content_w, alloc_w);
17995       if (alloc_h > content_h)
17996         {
17997           box->y1 += ceilf ((alloc_h - content_h) / 2.0);
17998           box->y2 = box->y1 + content_h;
17999         }
18000       break;
18001
18002     case CLUTTER_CONTENT_GRAVITY_CENTER:
18003       if (alloc_w > content_w)
18004         {
18005           box->x1 += ceilf ((alloc_w - content_w) / 2.0);
18006           box->x2 = box->x1 + content_w;
18007         }
18008       if (alloc_h > content_h)
18009         {
18010           box->y1 += ceilf ((alloc_h - content_h) / 2.0);
18011           box->y2 = box->y1 + content_h;
18012         }
18013       break;
18014
18015     case CLUTTER_CONTENT_GRAVITY_RIGHT:
18016       if (alloc_w > content_w)
18017         {
18018           box->x1 += (alloc_w - content_w);
18019           box->x2 = box->x1 + content_w;
18020         }
18021       if (alloc_h > content_h)
18022         {
18023           box->y1 += ceilf ((alloc_h - content_h) / 2.0);
18024           box->y2 = box->y1 + content_h;
18025         }
18026       break;
18027
18028     case CLUTTER_CONTENT_GRAVITY_BOTTOM_LEFT:
18029       box->x2 = box->x1 + MIN (content_w, alloc_w);
18030       if (alloc_h > content_h)
18031         {
18032           box->y1 += (alloc_h - content_h);
18033           box->y2 = box->y1 + content_h;
18034         }
18035       break;
18036
18037     case CLUTTER_CONTENT_GRAVITY_BOTTOM:
18038       if (alloc_w > content_w)
18039         {
18040           box->x1 += ceilf ((alloc_w - content_w) / 2.0);
18041           box->x2 = box->x1 + content_w;
18042         }
18043       if (alloc_h > content_h)
18044         {
18045           box->y1 += (alloc_h - content_h);
18046           box->y2 = box->y1 + content_h;
18047         }
18048       break;
18049
18050     case CLUTTER_CONTENT_GRAVITY_BOTTOM_RIGHT:
18051       if (alloc_w > content_w)
18052         {
18053           box->x1 += (alloc_w - content_w);
18054           box->x2 = box->x1 + content_w;
18055         }
18056       if (alloc_h > content_h)
18057         {
18058           box->y1 += (alloc_h - content_h);
18059           box->y2 = box->y1 + content_h;
18060         }
18061       break;
18062
18063     case CLUTTER_CONTENT_GRAVITY_RESIZE_FILL:
18064       g_assert_not_reached ();
18065       break;
18066
18067     case CLUTTER_CONTENT_GRAVITY_RESIZE_ASPECT:
18068       {
18069         double r_c = content_w / content_h;
18070         double r_a = alloc_w / alloc_h;
18071
18072         if (r_c >= 1.0)
18073           {
18074             if (r_a >= 1.0)
18075               {
18076                 box->x1 = 0.f;
18077                 box->x2 = alloc_w;
18078
18079                 box->y1 = (alloc_h - (alloc_w * r_c)) / 2.0f;
18080                 box->y2 = box->y1 + (alloc_w * r_c);
18081               }
18082             else
18083               {
18084                 box->y1 = 0.f;
18085                 box->y2 = alloc_h;
18086
18087                 box->x1 = (alloc_w - (alloc_h * r_c)) / 2.0f;
18088                 box->x2 = box->x1 + (alloc_h * r_c);
18089               }
18090           }
18091         else
18092           {
18093             if (r_a >= 1.0)
18094               {
18095                 box->y1 = 0.f;
18096                 box->y2 = alloc_h;
18097
18098                 box->x1 = (alloc_w - (alloc_h * r_c)) / 2.0f;
18099                 box->x2 = box->x1 + (alloc_h * r_c);
18100               }
18101             else
18102               {
18103                 box->x1 = 0.f;
18104                 box->x2 = alloc_w;
18105
18106                 box->y1 = (alloc_h - (alloc_w * r_c)) / 2.0f;
18107                 box->y2 = box->y1 + (alloc_w * r_c);
18108               }
18109           }
18110       }
18111       break;
18112     }
18113 }
18114
18115 /**
18116  * clutter_actor_set_content_scaling_filters:
18117  * @self: a #ClutterActor
18118  * @min_filter: the minification filter for the content
18119  * @mag_filter: the magnification filter for the content
18120  *
18121  * Sets the minification and magnification filter to be applied when
18122  * scaling the #ClutterActor:content of a #ClutterActor.
18123  *
18124  * The #ClutterActor:minification-filter will be used when reducing
18125  * the size of the content; the #ClutterActor:magnification-filter
18126  * will be used when increasing the size of the content.
18127  *
18128  * Since: 1.10
18129  */
18130 void
18131 clutter_actor_set_content_scaling_filters (ClutterActor         *self,
18132                                            ClutterScalingFilter  min_filter,
18133                                            ClutterScalingFilter  mag_filter)
18134 {
18135   ClutterActorPrivate *priv;
18136   gboolean changed;
18137   GObject *obj;
18138
18139   g_return_if_fail (CLUTTER_IS_ACTOR (self));
18140
18141   priv = self->priv;
18142   obj = G_OBJECT (self);
18143
18144   g_object_freeze_notify (obj);
18145
18146   changed = FALSE;
18147
18148   if (priv->min_filter != min_filter)
18149     {
18150       priv->min_filter = min_filter;
18151       changed = TRUE;
18152
18153       g_object_notify_by_pspec (obj, obj_props[PROP_MINIFICATION_FILTER]);
18154     }
18155
18156   if (priv->mag_filter != mag_filter)
18157     {
18158       priv->mag_filter = mag_filter;
18159       changed = TRUE;
18160
18161       g_object_notify_by_pspec (obj, obj_props[PROP_MAGNIFICATION_FILTER]);
18162     }
18163
18164   if (changed)
18165     clutter_actor_queue_redraw (self);
18166
18167   g_object_thaw_notify (obj);
18168 }
18169
18170 /**
18171  * clutter_actor_get_content_scaling_filters:
18172  * @self: a #ClutterActor
18173  * @min_filter: (out) (allow-none): return location for the minification
18174  *   filter, or %NULL
18175  * @mag_filter: (out) (allow-none): return location for the magnification
18176  *   filter, or %NULL
18177  *
18178  * Retrieves the values set using clutter_actor_set_content_scaling_filters().
18179  *
18180  * Since: 1.10
18181  */
18182 void
18183 clutter_actor_get_content_scaling_filters (ClutterActor         *self,
18184                                            ClutterScalingFilter *min_filter,
18185                                            ClutterScalingFilter *mag_filter)
18186 {
18187   g_return_if_fail (CLUTTER_IS_ACTOR (self));
18188
18189   if (min_filter != NULL)
18190     *min_filter = self->priv->min_filter;
18191
18192   if (mag_filter != NULL)
18193     *mag_filter = self->priv->mag_filter;
18194 }